Total War: WARHAMMER II

Total War: WARHAMMER II

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Azrael Nov 9, 2020 @ 8:41pm
Vampire Coast Buff? Especially guns...
Vampire Coast feels soooo weak...full stacked army vs a small town and barley winning. Not to mention the gun units seem to deal like zero dmg...is there a WORKING mod to fix this?
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Showing 1-10 of 10 comments
Lady MacBeth Nov 9, 2020 @ 8:50pm 
One of the most op armies in the whole game for both single and mp, and you are struggling versus a garrison. Thanks for the laugh (at your expense) if nothing else.
Deckhand Gunnery Mob (Handguns) can dish out serious damage, don't ever use the Gunnery Mob with just pistols as they're terrible. Vampire Coast strength lies in their Handguns and their Artillery, focus on getting Mortars asap and you should steam roll from there. If you really want your Gunnery Mob to deal insane damage, play Cylostra Direfin as she gives all her units magic attacks, which also means magical ammunition.
Vampire cost is very powerful. Build more artillery if you really struggle with sieges.

They can play tall (esp as Von Carstein): don't capture a single town, just establish pirate coves. And they have the strongest doomstack unit: full colossus.
Azrael Nov 9, 2020 @ 9:26pm 
Thanks everyone - To clarify I am playing with plenty of mods, Possible some of the units im using are just mega weak lol. They shoot a whole volley into an enemy that doesnt have shields and kill like 2-3 people..
SkeletalArm Nov 9, 2020 @ 9:28pm 
Just because their a gun unit army doesn't mean they're strong in every single fight. Depending on the settlement garrison they can wipe out fast if you don't build and fight properly. Pistol zombies are trash units you throw to deal a little bit of damage and then watch them die to the enemy while you kill em with mortar/queen bess. If your looking to doom stack then build a stack of Necrofex Collossus.

If you want a decent army without doom stacks build artillery with a couple of deck gunners to dish out the damage. Depth Guard are hard to keep but they are units of vampires and will heal while fighting. Keep a couple of monster units to fight in line with your front line.

Strategy can change a little depending on the faction and lord you pick, for example Sartosa Free Company are decent combatants especially in watered down areas.
Cylostra Direfin has some decent summon-able cav and can wreck your enemies if their not careful.
Count Noctilus is the doomstack guy, but he's decent without them to.
Luthor Harkon is a random nut case that hates lizardmen. He's fairly powerful and can get a free list of spells when you complete a quest of his, making him a badass and fairly not so much of a nut case.
Fryskar Nov 9, 2020 @ 9:30pm 
Originally posted by 42brosefs:
Thanks everyone - To clarify I am playing with plenty of mods, Possible some of the units im using are just mega weak lol. They shoot a whole volley into an enemy that doesnt have shields and kill like 2-3 people..
It highly depends about what units you speak, on both sides.
Also never forget to pack a gunnery wight.
wrought82 Nov 9, 2020 @ 9:48pm 
Originally posted by Ming:
One of the most op armies in the whole game for both single and mp, and you are struggling versus a garrison. Thanks for the laugh (at your expense) if nothing else.


Originally posted by Bruce Magician:
Imagine thinking Vcoast needs a buff lmao
dont be ♥♥♥♥♥♥ people

pirates are a weird mix of decent and ♥♥♥♥♥♥. most of their early units are really bad. like really really bad.

the rifle units are probably your best units very early on and they arent fantastic,
I seem to recall they arent great against walls, depending on terrain and unit placement, which may have been why you struggled.
later on you get artillery, deck gunners are glass cannons that do ok vs ai, bombers can wreck infantry and syreens are very strong for their tier as long as opponent doesnt have magic damage
top tier there's necrofex, leviathans and i guess rotting promethean gunnery mob arent terrible. depth guard start out overpriced but when you have all the techs for them become quite strong

be advised that pretty much anything not mentioned above is at best decent and most are absolute ♥♥♥♥
Azrael Nov 9, 2020 @ 10:15pm 
Can someone give me an ideal army comp? I use mostly unit mods as I get bored using the same units over and over. So an army comp something like - 1 arty - 5 long rifles - etc etc would be great :D
BigJ Nov 9, 2020 @ 10:39pm 
5/6 depth guard with polearms, a gunnery weight, either a magic lord or a vamp with ur fav lore, 2 cannons, 1 mortar or a bit cannon, 2 deck gunners, rest gunner mob with handguns with maybe rotting prometheans or a necrofex. I used this army till around turn 70 where I just got full necrofex. Also the template works wonders for other generals that still don't have those even late game, just don't bite more than you can chew.
wrought82 Nov 9, 2020 @ 11:06pm 
necrofex should form the backbone of the army, its just such a useful all purpose unit.
syreens, terrorgheist or mourngul haunter for taking out artillery and ranged
a few depth guard with polearms or rotting leviathans for fighting large units

dualwielding depth guards are an option, as are artillery, depending on what rules you play with for supply lines and such

early armies some mix of mortar syreens rifles and bombers, i tend to like syreens and a few mortars, but rifles and bombers do pretty well, especially bombers vs lowtier infantry
Last edited by wrought82; Nov 9, 2020 @ 11:09pm
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Date Posted: Nov 9, 2020 @ 8:41pm
Posts: 10