The Vampire Counts are in a bit of an odd place imo, since the "adjustment" to Nehek;
Since you cannot compensate the innate weaknesses of your roster through healing and spamming summons anymore, the power has to come from somewhere else (imo).
Also there are (as always) units that simply don t perform well in general, so let s get started; PS: My thoughts on Lore of Vampires are linked here, the first 2 posts below the OPhttps://forums.totalwar.com/discussion/253862/possible-rework-idea-for-the-lore-of-vampires#latestBanshee hero
Melee stats aren t godd enough for a duel hero. Without support, absolutely not impactful in this regard. As a terrorbomb she can work, but for that are cairn wraiths the better choice.
(1) Give here a missle attack like the Terrorgheist, that works well against single target and debuffs MA and MD by 8 (or so=)
(2) +4 MA Vampire hero
Useful enough to be taken sometimes, but lacks a distinct role. Performs well with equipment, but that s not a cost effective way.
Can dish out decent damage, but is rather fragile. Also you often don t need a secondary caster of this kind because either
a) too less WoM available
b) your Lord already has access to more then 1 lore.
(1) +100 hp, +5 CB, -50gCairn wraiths
Garbage without magic support, tho they perform well with it. They simply don t hit anything without a vanhels/corpse cart etc. and that shouldn t be (so extreme).
The best way describing what they should be would be " specialized shock troops with glass cannon possibility"
Suggestion; +6 MA, +5 % physical resistance, -6 MD, add "strider"-passive ability
(or make it visible on the unit card!)Black Knights with lances and barding
They (again) perform very bad in sustained combat (everything after 10 sec after charging) and with how charging mechanics work in TWW they will get worn down in time. Too expensive as a throwaway unit, not quiet good enough at killing independently it´s a weird spot.
(1) +8 Bonus vs Infantry, +50g to give them a distinct role as "lawnmower" Hexwraiths
They (again) don t perform truly good without support magic, with it they can take on units that are 200-300g above their pricetag.
Again, I´d like to see a shift here to make them less dependant on magic to do damage while making them more dependant on their physical resistance; Potential to die faster +potential to do more damage where it is needed.
(1) +8 MA, - 4 MD , +5% physical resistance , add "strider"-passive ability
(or make it visible on the unit card!)Dire wolves
Once they start to crumble (and with leaderhship that happens fast!), they are pretty much gone; Crumbeling here is a clear disadvantage, since normal warhounds do have the potential to rout and to disturb again.
(1) +5 leadership, -25gVargheists
They die incredibly fast and take too much damage, even in advantageous engagements. Even when trying to cyclecharge, they get stuck and die to fast. They do not work in a balanced army and only mediocre in specialized builds.
(1) +10 armor (half of Varghulf, their bigger brother), +15 hp per model
(2) replace "Vanguard" on the "Devils of Schwarzhafen" with smth useful like regen/physical resistance/or damage buff please!Corpse carts (all variations)
They are slow and they can get focused down handily by ranged or monsters long before you get to the fight. Therefore I suggest the following;
Add an ability that grants physical resistance based upon the number of models in the area up to a certain threashhold (like 50-60%), a literal "body"-guard, to the cart.
(1)Cart normal ;
Either -50 ( since it is only this buff that is helpful, the cart can t fight!) or buff "vigour mortis" with +4 leadership
(2) Balefire cart;
Magic drain really is only useful in camapign (since there you can easily accumulate enough models in the AoE) so either
a) vigour mortis +4 leadership and -50g
(3) Lodestone cart;
The heal is not that potent and considering all the other weaknesses of the cart (slow, can t fight)+ the nerf to Nehek I´d suggest -50 g
And while testing the Vampires I found "soulblight" from the lore of death to not be particularly effective.
Armor debuff is ok, but only WS debuff is not impactfull enough
Suggestion; make soulblight affect Weapon DAMAGE instead of STRENGTH or add - 18 MD and +1 WoM