Total War: WARHAMMER II

Total War: WARHAMMER II

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robert.s_a Nov 11, 2018 @ 8:58am
Best and Worst Units for Vampire Coast?
Well, its been out for a few days, i feel people are getting used to the faction now.

In my opinion, most factions have their own OP nonsense and completely useless junk. What units/lords/heroes do you think the coast have that fit either of those criteria?
Last edited by robert.s_a; Nov 11, 2018 @ 9:00am
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Showing 1-15 of 52 comments
Buurz Nov 11, 2018 @ 9:11am 
Overall the rooster feels a bit lackluster. Only having some strong range and monster units is a pretty big weakness. I would say no units are OP cause even if some are strong in their niche, they are easily countered.
Jerroser Nov 11, 2018 @ 9:12am 
For the most part I would say that although it has some pretty good stuff nothing in their rosters is truly OP. You could say that Queen Bess would be if you could get more than one, but its only at its best when it can score some good direct hits against infantry.

Some of the early zombies do become pretty much redundant once you get the better ones with handguns and polearmes, but since the Depth Guard are very valnerable to ranged attacks they don't work well as main frontline even once you can support a large number of them.
Last edited by Jerroser; Nov 11, 2018 @ 9:14am
Magni Nov 11, 2018 @ 9:14am 
Good:
Gunnery Mob with Handguns - Dirt cheap, avaiable very early, make up their garbage acuracy through sheer numbers and their large unit size and being unbreakable mean that they won't folld instantly when getting charged.
Artillery - pretty much all the Vampire Coast artillery units are great, and Queen Bess is just ludicrous

Questionable:
Reanimated Hulks - unless rushed very early they really don't have much of a niche; Prometheans are better roadblocks, Mournghouls are better infantry killers and either can be built even by the early midgame if you rush them.
Gunnery Mobs with Hand Cannons - They just don't really do all that well in my experience. Their damage output is meh, and Bombers are better for disruption.
Last edited by Magni; Nov 11, 2018 @ 9:15am
Jerroser Nov 11, 2018 @ 9:18am 
Originally posted by Magni:
Good:
Gunnery Mob with Handguns - Dirt cheap, avaiable very early, make up their garbage acuracy through sheer numbers and their large unit size and being unbreakable mean that they won't folld instantly when getting charged.
Artillery - pretty much all the Vampire Coast artillery units are great, and Queen Bess is just ludicrous

Questionable:
Reanimated Hulks - unless rushed early they really don't have much of a niche; Prometheans are better roadblocks, Mournghouls are better infantry killers.
Gunnery Mobs with Hand Cannons - They just don't really do all that well in my experience. Their damage output is meh, and Bombers are better for disruption.
I had forgotten the Animated Hulks where even there... got one unit through raise dead early in the campaign but fet it died way too quickly in combat do I didn't bother making more.
shadain597 Nov 11, 2018 @ 9:41am 
I really need to try more of their units. So far I've only used T1 deckhands, gunnery mobs (pistols and handguns), mortars, bloated corpses, and Luthors starting mournghouls + bat pistols. The pistols are appropriate for the theme, but just as useless as the Empire's version. They can do something, I guess, but even in the very early game I tried to swap them out ASAP.

Handgun mobs are good, mortars are good, deckhands are surprisingly good at their job (better than the Counts' zombies and closer to the skeletons). Bloated corpses have their uses (suiciding against saurus, for example).

So far, the mournghouls have been a disappointment. They don't shred light infantry very quickly and start to take real damage against mid-tier units. Even a unit of saurus badly shredded by mortars and handguns seem to take ~1/3 of the mournghuls with them. I suppose they would have better luck rear-charging enemies, but I usually use them as slow cav to intercept anyone trying to circle around the deckhand line.
Ser Pounce Nov 11, 2018 @ 9:42am 
I think the trash tier unit, unless they buffed it since the early-access, if the deck-dropper with the bombs. Their damage are just... non-existant. Even zombies seems to be more dangerous (and at least, the latter are useful as a meatshield).
Ser Pounce Nov 11, 2018 @ 9:43am 
Originally posted by shadain597:

So far, the mournghouls have been a disappointment. They don't shred light infantry very quickly and start to take real damage against mid-tier units. Even a unit of saurus badly shredded by mortars and handguns seem to take ~1/3 of the mournghuls with them. I suppose they would have better luck rear-charging enemies, but I usually use them as slow cav to intercept anyone trying to circle around the deckhand line.


Well, they are more here to destroy ranged units and rear charge the enemy. If you want to intercept cav, prometheans will be a far better option.
shadain597 Nov 11, 2018 @ 9:49am 
Originally posted by Ser Pounce:
Originally posted by shadain597:

So far, the mournghouls have been a disappointment. They don't shred light infantry very quickly and start to take real damage against mid-tier units. Even a unit of saurus badly shredded by mortars and handguns seem to take ~1/3 of the mournghuls with them. I suppose they would have better luck rear-charging enemies, but I usually use them as slow cav to intercept anyone trying to circle around the deckhand line.


Well, they are more here to destroy ranged units and rear charge the enemy. If you want to intercept cav, prometheans will be a far better option.
Campaign hasn't been going well, no prometheans so far. But no, I haven't used them on cav. The few times cav have showed up they got a faceful of lead from handguns. It's individual units of infantry that I've been using the mournghouls to intercept, usually after taking a beating from handguns and/or mortars. And even with that advantage the mournghoul melee isn't a landslide victory.
Wyvern Nov 11, 2018 @ 9:52am 
Mournguls are honestly pretty bad, especially for the cost and on higher difficulties where AI leadership gets really high and it gets hidden stat buffs. You pay 1k for high offensive stats, but their MD and armor is so trash that they get gutted by literally anything with higher than zombie gunnery mob melee stats. And theyre wasted on flanking cuz theyre so slow. You're better off just getting mortars and dakka imo.
Ser Pounce Nov 11, 2018 @ 9:53am 
Originally posted by shadain597:
Originally posted by Ser Pounce:


Well, they are more here to destroy ranged units and rear charge the enemy. If you want to intercept cav, prometheans will be a far better option.
Campaign hasn't been going well, no prometheans so far. But no, I haven't used them on cav. The few times cav have showed up they got a faceful of lead from handguns. It's individual units of infantry that I've been using the mournghouls to intercept, usually after taking a beating from handguns and/or mortars. And even with that advantage the mournghoul melee isn't a landslide victory.


Okay, misunderstood that ^^
Sadly, they failed to impress me as well when they aren't in combat with an outrageous advantage. So I replaced them with Promethean or use the Mourngul hunter (who's just AWESOME) to do their job.
Cacomistle Nov 11, 2018 @ 10:05am 
Originally posted by Wyvern:
Mournguls are honestly pretty bad, especially for the cost and on higher difficulties where AI leadership gets really high and it gets hidden stat buffs. You pay 1k for high offensive stats, but their MD and armor is so trash that they get gutted by literally anything with higher than zombie gunnery mob melee stats. And theyre wasted on flanking cuz theyre so slow. You're better off just getting mortars and dakka imo.
I used them to kill enemy artillery and other backline units. They have stalk so they do an ok job at that.

And yes ofc fell bats and direwolfs are better. But campaign really punishes cheap units on higher difficulties, and more importantly I had already recruited the mornghuls and didn't want to disband them for something cheaper. Honestly though scurvy dogs would probably have been better at the job I used them for (for cheaper).

But if we're talking worst unit, do deck dropper (bombs) even do anything? I think they're basically a less effective fell bat.
Last edited by Cacomistle; Nov 11, 2018 @ 10:07am
gachi is manly Nov 11, 2018 @ 10:06am 
My only experience with them is in my current VH Noctilus campaign so going off of that:

Prometheans - These guys won't be smashing any combats alone but once you've teched/skilled them up they hold the frontline very well. You can give them +10% phys resist and +8 melee defense with lord red skill tree. Top that off with the tech that gives them +20% more phys resist and you got some pretty tanky crabs. Sprinkle invocation of nehek ontop when necessary.

Mourngul Haunter - He can do it all, really. Smash blocks of infantry, hunt artillery, kill characters... Once he's leveled up he's the scariest combat hero I've seen since Gorebulls and Chaos Champions on Manticores. Hell, all of their heroes are pretty damn strong once they get some levels.

Deckgunners - Give them a clear line of sight and gunnery wight buffs and they'll melt pretty much anything. Better at clearing more elite units than numerous chaff, though. Vulnerable to mass archer fire that High Elves can bring due to low armor/health pool. Useful in sieges for clearing the walls after your artillery blow down the towers, since they outrange practically any unit the AI can put on the walls.

Gunnery Mob Handguns - Really effective for their cost. Fragile, but when positioned properly they can be devastating. Quickly melt through monsters, too.

Mourngul - Always pays to have at least one of these guys in the army if you don't have a haunter. Against the AI they can easily use stalk + vanguard deployment to hunt artillery and dispatch it quickly, saving your own artillery for killing the main army.

Both Monsters - Expensive until you get upkeep modifiers. Late game you can have them costing under 200 gold per turn. At that price, they're a both very effective. Giant enemy crab monster will smash through infantry and put some hurt on characters as well. The mechas do decent damage, will almost never have their line of sight blocked, and can be devastating when hitting clumps of enemy infantry from the side while they are engaged in melee.

Oh, and there's one admiral you can buy for 1k infamy that gives +10% phys resist to all the units in his army. Toss some buffed prometheans and syreens in his unit for some laughs. 40% phys resist crabs and 85% phys resist ghosts work very well.
Last edited by gachi is manly; Nov 11, 2018 @ 11:19am
Ghost | Severage Nov 11, 2018 @ 10:17am 
Originally posted by Ser Pounce:
Originally posted by shadain597:

So far, the mournghouls have been a disappointment. They don't shred light infantry very quickly and start to take real damage against mid-tier units. Even a unit of saurus badly shredded by mortars and handguns seem to take ~1/3 of the mournghuls with them. I suppose they would have better luck rear-charging enemies, but I usually use them as slow cav to intercept anyone trying to circle around the deckhand line.


Well, they are more here to destroy ranged units and rear charge the enemy. If you want to intercept cav, prometheans will be a far better option.

Though I have to say I was fairly surprised that the Sartosa Free Company is extremely effective against cav. As example they can easily win against Dragon Princes and Silver Helms from the HE. So most of the time I just use them to intercept any cav and so far it worked every time on VH difficulty.

And imo Queen Bess is by far the most "op" unit the vampire coast has to offer. Basically any unit hit by her just instantly lose 90% to 95% of their health and units and flee from the battle. And with two mortars + QB in your army everything just dies before it can reach your frontline.
Wyvern Nov 11, 2018 @ 10:19am 
Originally posted by Ghost | Severage:
Originally posted by Ser Pounce:


Well, they are more here to destroy ranged units and rear charge the enemy. If you want to intercept cav, prometheans will be a far better option.

Though I have to say I was fairly surprised that the Sartosa Free Company is extremely effective against cav. As example they can easily win against Dragon Princes and Silver Helms from the HE. So most of the time I just use them to intercept any cav and so far it worked every time on VH difficulty.

And imo Queen Bess is by far the most "op" unit the vampire coast has to offer. Basically any unit hit by her just instantly lose 90% to 95% of their health and units and flee from the battle. And with two mortars + QB in your army everything just dies before it can reach your frontline.
How the hell is sartosa free company doing well vs cav? They're like the pinnacle of a cav fodder unit.
Cacomistle Nov 11, 2018 @ 10:20am 
Originally posted by Wyvern:
Originally posted by Ghost | Severage:

Though I have to say I was fairly surprised that the Sartosa Free Company is extremely effective against cav. As example they can easily win against Dragon Princes and Silver Helms from the HE. So most of the time I just use them to intercept any cav and so far it worked every time on VH difficulty.

And imo Queen Bess is by far the most "op" unit the vampire coast has to offer. Basically any unit hit by her just instantly lose 90% to 95% of their health and units and flee from the battle. And with two mortars + QB in your army everything just dies before it can reach your frontline.
How the hell is sartosa free company doing well vs cav? They're like the pinnacle of a cav fodder unit.
Might be level 9 sartosa free company in aranessa's army vs level 0 cav in a level 1 lords army.
Last edited by Cacomistle; Nov 11, 2018 @ 10:21am
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Date Posted: Nov 11, 2018 @ 8:58am
Posts: 52