Please register for Total War Access to use the forums. If you're an existing user, your forum details will be merged with Total War Access if you register with the same email or username. For more information please read our FAQ’s here.
Just tired the VC roster seems limited to only Skeletons, Vargeist, GraveGuard, Vargulfs, and Bloodnights. It feels like a waste of roster in current times. Sometimes Black Knights and Hex Wraiths. Other than that its hero spams. Anyone uses the 4 unites mention above at all?
I love vampire counts, but I feel like they are the only faction in the entire game where 50% of their roster is utterly useless trash.
terrorgheists, grave guard, mortis engine, blood knights and the odd varghulf (maybe hexwraiths aswell) are great, the rest is garbage. (zombies and skeletons have their uses in MP and early game tho).
I wish carinwraiths were super good. They look so cool, like an ethereal elite infantry would be awesome, but they suck so badly, even against fairly low tier infantry. Causing terror is all they are good at.
Crypt Horrors especially are much worse than they should be based on their stats. They always just die after a few seconds against anything they fight while barely doing any damage to the enemy. Something must be wrong with them. Like a broken animation or charge not working or something.
Cairnwraiths are really not as bad as people say. Sure they are pretty frail, but their damage output is really good. I use them as flankers in my Kemmler armies with great success.
The other 3 I never use them, though. I guess their value is much better in multiplayer.
If you're talking about multiplayer, yeah a great deal of the counts roster is only used, because the ones that aren't are so niche it's not worth risking taking them because "Maybe the one thing they are good at will be in the enemy army, and the dozen counters to them won't be"
In campaign, because of the growth nerf, the counts really can't afford to build any of them so are almost forced to skelly spam with Winds of Death because it's all they can afford, and they have so few lower tier units that are usable, and all of the killing power is the tier 4 or above.
What growth nerf? Why can't you afford other units?
TBH I think you probably just aren't very good at playing VC campaign. The same approach does not work for every single race in the game. If you're not playing elf/human/dwarf you have to change things up per race.
What growth nerf? Why can't you afford other units?
TBH I think you probably just aren't very good at playing VC campaign. The same approach does not work for every single race in the game. If you're not playing elf/human/dwarf you have to change things up per race.
Twisted and the twilight brought a few changes to growth to slow it down.
Tomb Kings and Dwarfs were probably hit the worst but VC also rely a lot on tier 4 and 5 so they got hit as well.
Some units could use a hand.
Cairnwraiths and crypt horrors are probably fist in line. The issue zombies have is slow speed in a rush faction but than again you can use raise dead to get them.
Horrors - niche MP unit for stopping high mass single entities, could use a buff.
Cairn Wraiths - niche MP unit for terror vs races without a lot of magic damage, could use a buff. Can be used in SP, but for flavor more than anything.
Black coaches - actually pretty great, MP and SP too.
Zombies - Purely MP unit since in SP skellies are also free and make them redundant.
Yeah I dont play MP at all. Im talking Capaign only here and preformance wise I find only couple mods make the above mentions units payable. I just wonder without mods are they actually use by people.
Crypt Horrors are nice for a cheap siege breaker ability early on. I also like to get a Strigoi Lord and use them because it has a bunch of bonuses for Ghouls and Horrors.
Does it need a buff? Probably. However at the end of the day it's an 800 gold unit so it's always going to struggle to compete with tier 4 and 5 units.
For Cairn Wraiths, I wish they could get a small buff to physical resist so they were a little tougher against non-magic attacks. Also it would be nice if there was a Lord that buffed them like the other units get. As it is now, I don't really use them.
Actually, I've defeated whole Chaos Legendary Invasion only with Helman Ghorst, 18 Black Coaches and one Terrorgheist, they're that strong. Turned out that my other armies were only for show, I never needed any reinforcments lol.
Beware though, Black Coaches suffer heavily against monsters, learned that hard way trying to fight against Dark Elves and Norscan Mammoths.
Other units you named are in the sad place though, especially Crypt Horrors and Cairn Wraiths, these units are in dire need of budds. I never use Zombies in any other way than Raise Dead spell, Zombies are useless as actual unit when you can recruit Skeletons at t1.
There's little reason to use zombies at the moment in singleplayer.
Crypt Horrors do suffer quite a bit compared to game 1, but they aren't bad. As a quick raise dead to replace units they can be pretty useful, but you'd prefer graveguard generally. They're ok in their primary role of fighting chaff infantry(though enemy ranged will shred them) and can do significant damage to single model units. Graveguard are just more useful all around though.
Cairnwraiths are another case where you'd generally prefer to use graveguard. Cost almost the same but you generally get more out of the GG w/ GW.
Haven't used black coaches anytime recently but it from other posters it sounds like they aren't getting stuck and killed like some chariots?
I utilize zombies and skeletons as mob units just to eat artillery and being the first wave of attacks. Never used black coaches, and i utilize wraiths as flankers and ranged killers.
So are Black Coaches working better than chariots somehow?
Chariots are also good units in general, just bit micro intensive so SP players tend to not like them, but they pretty much hard counter infantry when used well.
Black coaches are better than your average chariot though as they get crazy buffs after staying long enough in melee, like 44% ward save. Which is easier to pull off vs AI.
Yeah, I’ve seen people asking for grave guard with halberds but I’d rather they just beefed up the cairn wraiths instead, hexwraiths too. Let them fill the role.
Crypt horrors...I don’t know what they are supposed to do. Maybe make them more tanky like the tree kin? Higher melee attack and weapon strength? They are big as hell after all.
I thought it might be cool if necrarchs gave weird buffs to zombies. Maybe make them super fast, speed of 60? Think like 28 Days Later zombies. Or add more models so that there’s a reason to get them over trusty skeletons.
Units like Zombies can only become useful if you add cost limits to armies. If you want for example a backbone of very strong monsters or cavalry but have limited funds, you'd then take just a bunch of zombies to act as your anvil.
Without fund limits per army, a units as weak as zombies will never be worth one of the 20 slots in an army.
I admit I don't use zombies except in the very early stages of a campaign just to add the last few slots in a cheap army, I only summon them in battle. But a quick summon and van hels and marching them in front as your main troops move closer is a decent use.
I have successfully used crypt horrors and cairn wraiths in my armies since the first day of tw warhammer 1 to present. I use black coaches less often but I have used them as flanking infantry hunters in the past.
I find less use for mortis engines. I have used them in the past and will probably have one in every army when I do a necrarch play through.
I put these things down to different plays types and preferences.
I think the problem is the crumbling damage they receive in battle on top of normal damage.
VC ctrl-c ctrl-v from other thread:
Crypt horrors, Attack 34, Defence 25, Weapon 70 (AP 52, Norm 18); poison, regeneration Tree kin, Att 26, Def 51, W 58 (AP 18, N 40); charge defence, phys resistance Kroxigors, Att 26, Def 26, W 95 (AP 70, N 25); predatory senses Rat ogres, Att 26, Def 26, W 80 (AP 58, N 22); frenzy
Crypt horrors are middle of the pack, or even a touch above middle. But generally you either like monstrous infantry or you don't.
Cairn wraiths, Att 28, Def 26, W 44 (AP 38, N 6); ethereal, terror White lions of Chrace, Att 36, Def 28, W 34 (AP 25, N 9); lion cloak Greatswords, Att 32, Def 30, W 32 (AP 23, N 9); anti-infantry Har ganeth, Att 38, Def 34, W 42 (AP 29, N 13); anti-infantry.
Cairns wraiths have lower attack (average of about 6 lower), low defence (normal for VC), but the highest armour piercing damage of the common great weapon units, same health as syreens, fast and they are easy to raise.
There is no time but the present. – S:TW Hojo, R:TW Brutii/Germania/Alemanni(BI), Med2: Venice, S2: Oda, R2: Julia/Boii/Suebi/Lusitani, Attila: Geats/Garamantians, WH: All factions VH, Wood Elves on L. TWWH2: Lizardmen, Dark Elves, Skaven, Khalida, High Elves, Vampirates. ME: Khalida, Vampire Counts, Carcasonne, Wood Elves
Crypt Horrors use to have a role in Warhammer 1. I could fight and beat Chaos Warriors with Crypt Horrors. They were the damage dealers where Graveguard were the line holders. Now the Horrors melt way too fast and deal less damage than Warhammer 1. Making them seem useless except as a handicap or challenge for a player to force themselves to use them.
Units like Zombies can only become useful if you add cost limits to armies. If you want for example a backbone of very strong monsters or cavalry but have limited funds, you'd then take just a bunch of zombies to act as your anvil.
Without fund limits per army, a units as weak as zombies will never be worth one of the 20 slots in an army.
I admit I don't use zombies except in the very early stages of a campaign just to add the last few slots in a cheap army, I only summon them in battle. But a quick summon and van hels and marching them in front as your main troops move closer is a decent use.
I have successfully used crypt horrors and cairn wraiths in my armies since the first day of tw warhammer 1 to present. I use black coaches less often but I have used them as flanking infantry hunters in the past.
I find less use for mortis engines. I have used them in the past and will probably have one in every army when I do a necrarch play through.
I put these things down to different plays types and preferences.
I think the problem is the crumbling damage they receive in battle on top of normal damage.
VC ctrl-c ctrl-v from other thread:
Crypt horrors, Attack 34, Defence 25, Weapon 70 (AP 52, Norm 18); poison, regeneration Tree kin, Att 26, Def 51, W 58 (AP 18, N 40); charge defence, phys resistance Kroxigors, Att 26, Def 26, W 95 (AP 70, N 25); predatory senses Rat ogres, Att 26, Def 26, W 80 (AP 58, N 22); frenzy
Crypt horrors are middle of the pack, or even a touch above middle. But generally you either like monstrous infantry or you don't.
Cairn wraiths, Att 28, Def 26, W 44 (AP 38, N 6); ethereal, terror White lions of Chrace, Att 36, Def 28, W 34 (AP 25, N 9); lion cloak Greatswords, Att 32, Def 30, W 32 (AP 23, N 9); anti-infantry Har ganeth, Att 38, Def 34, W 42 (AP 29, N 13); anti-infantry.
Cairns wraiths have lower attack (average of about 6 lower), low defence (normal for VC), but the highest armour piercing damage of the common great weapon units, same health as syreens, fast and they are easy to raise.
Ethereal and Terror are pretty damned nice. Get 'em stuck in against something that's not sporting magical attacks or isn't immune to psychology and it's nice.
Just tired the VC roster seems limited to only Skeletons, Vargeist, GraveGuard, Vargulfs, and Bloodnights. It feels like a waste of roster in current times. Sometimes Black Knights and Hex Wraiths. Other than that its hero spams. Anyone uses the 4 unites mention above at all?
If you can be bothered to invest in a handful of technologies and 4 points in the red line of your LL, zombies actually go from utterly harmless but annoying chaff to giving basic line infantry run for their money, and that’s still costing you nothing, and they can be resurrected repeatedly inside or outside of battle. Raise Dead is just too good a spell for disrupting formations to not invest fully in it.
So yes. Haven’t played VC for some time, but they’re a very clear if small part of my strategy for them.
Cairn Wraiths are sadly almost even less effective than their Hexwraith cousins on horseback. I’ve never found a reason to purchase Crypt Horrors, either.
The Black Coach used to be wack, but since it’s upgrade it’s now one of the best chariots in the game if you can be bothered to micro it. It’s benefits now kick in a fixed number of seconds after it’s been in close combat and then they stay on, rather than resetting every time. Level 3 includes a 44% ward save and strider. It decimates thin infantry lines. I’m not a fan of chariots, but this is probably the best one.
Comments
terrorgheists, grave guard, mortis engine, blood knights and the odd varghulf (maybe hexwraiths aswell) are great, the rest is garbage. (zombies and skeletons have their uses in MP and early game tho).
I wish carinwraiths were super good. They look so cool, like an ethereal elite infantry would be awesome, but they suck so badly, even against fairly low tier infantry. Causing terror is all they are good at.
- Report
3 · 1Disagree Agree- Report
4 · Disagree AgreeThe other 3 I never use them, though. I guess their value is much better in multiplayer.
- Report
0 · Disagree AgreeIn campaign, because of the growth nerf, the counts really can't afford to build any of them so are almost forced to skelly spam with Winds of Death because it's all they can afford, and they have so few lower tier units that are usable, and all of the killing power is the tier 4 or above.
- Report
1 · Disagree AgreeTBH I think you probably just aren't very good at playing VC campaign. The same approach does not work for every single race in the game. If you're not playing elf/human/dwarf you have to change things up per race.
- Report
0 · Disagree AgreeTomb Kings and Dwarfs were probably hit the worst but VC also rely a lot on tier 4 and 5 so they got hit as well.
Some units could use a hand.
Cairnwraiths and crypt horrors are probably fist in line. The issue zombies have is slow speed in a rush faction but than again you can use raise dead to get them.
- Report
0 · Disagree AgreeBut yeah, Crypt Horrors are jobbers.
- Report
0 · Disagree AgreeCairn Wraiths - niche MP unit for terror vs races without a lot of magic damage, could use a buff. Can be used in SP, but for flavor more than anything.
Black coaches - actually pretty great, MP and SP too.
Zombies - Purely MP unit since in SP skellies are also free and make them redundant.
- Report
2 · Disagree Agree- Report
0 · Disagree Agree#givemoreunitsforbrettonia, my bret dlc
- Report
0 · Disagree AgreeDoes it need a buff? Probably. However at the end of the day it's an 800 gold unit so it's always going to struggle to compete with tier 4 and 5 units.
For Cairn Wraiths, I wish they could get a small buff to physical resist so they were a little tougher against non-magic attacks. Also it would be nice if there was a Lord that buffed them like the other units get. As it is now, I don't really use them.
- Report
0 · Disagree AgreeActually, I've defeated whole Chaos Legendary Invasion only with Helman Ghorst, 18 Black Coaches and one Terrorgheist, they're that strong. Turned out that my other armies were only for show, I never needed any reinforcments lol.
Beware though, Black Coaches suffer heavily against monsters, learned that hard way trying to fight against Dark Elves and Norscan Mammoths.
Other units you named are in the sad place though, especially Crypt Horrors and Cairn Wraiths, these units are in dire need of budds. I never use Zombies in any other way than Raise Dead spell, Zombies are useless as actual unit when you can recruit Skeletons at t1.
- Report
3 · Disagree AgreeCrypt Horrors do suffer quite a bit compared to game 1, but they aren't bad. As a quick raise dead to replace units they can be pretty useful, but you'd prefer graveguard generally. They're ok in their primary role of fighting chaff infantry(though enemy ranged will shred them) and can do significant damage to single model units. Graveguard are just more useful all around though.
Cairnwraiths are another case where you'd generally prefer to use graveguard. Cost almost the same but you generally get more out of the GG w/ GW.
Haven't used black coaches anytime recently but it from other posters it sounds like they aren't getting stuck and killed like some chariots?
- Report
0 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree Agree- Report
1 · Disagree AgreeBlack coaches are better than your average chariot though as they get crazy buffs after staying long enough in melee, like 44% ward save. Which is easier to pull off vs AI.
- Report
1 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree Agree#givemoreunitsforbrettonia, my bret dlc
- Report
1 · Disagree 1AgreeCrypt horrors...I don’t know what they are supposed to do. Maybe make them more tanky like the tree kin? Higher melee attack and weapon strength? They are big as hell after all.
I thought it might be cool if necrarchs gave weird buffs to zombies. Maybe make them super fast, speed of 60? Think like 28 Days Later zombies. Or add more models so that there’s a reason to get them over trusty skeletons.
- Report
0 · Disagree AgreeWithout fund limits per army, a units as weak as zombies will never be worth one of the 20 slots in an army.
- Report
1 · Disagree AgreeI have successfully used crypt horrors and cairn wraiths in my armies since the first day of tw warhammer 1 to present. I use black coaches less often but I have used them as flanking infantry hunters in the past.
I find less use for mortis engines. I have used them in the past and will probably have one in every army when I do a necrarch play through.
I put these things down to different plays types and preferences.
I think the problem is the crumbling damage they receive in battle on top of normal damage.
VC ctrl-c ctrl-v from other thread:
Crypt horrors, Attack 34, Defence 25, Weapon 70 (AP 52, Norm 18); poison, regeneration
Tree kin, Att 26, Def 51, W 58 (AP 18, N 40); charge defence, phys resistance
Kroxigors, Att 26, Def 26, W 95 (AP 70, N 25); predatory senses
Rat ogres, Att 26, Def 26, W 80 (AP 58, N 22); frenzy
Crypt horrors are middle of the pack, or even a touch above middle. But generally you either like monstrous infantry or you don't.
Cairn wraiths, Att 28, Def 26, W 44 (AP 38, N 6); ethereal, terror
White lions of Chrace, Att 36, Def 28, W 34 (AP 25, N 9); lion cloak
Greatswords, Att 32, Def 30, W 32 (AP 23, N 9); anti-infantry
Har ganeth, Att 38, Def 34, W 42 (AP 29, N 13); anti-infantry.
Cairns wraiths have lower attack (average of about 6 lower), low defence (normal for VC), but the highest armour piercing damage of the common great weapon units, same health as syreens, fast and they are easy to raise.
- Report
0 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree AgreeSo yes. Haven’t played VC for some time, but they’re a very clear if small part of my strategy for them.
Cairn Wraiths are sadly almost even less effective than their Hexwraith cousins on horseback. I’ve never found a reason to purchase Crypt Horrors, either.
The Black Coach used to be wack, but since it’s upgrade it’s now one of the best chariots in the game if you can be bothered to micro it. It’s benefits now kick in a fixed number of seconds after it’s been in close combat and then they stay on, rather than resetting every time. Level 3 includes a 44% ward save and strider. It decimates thin infantry lines. I’m not a fan of chariots, but this is probably the best one.
- Report
0 · 1Disagree Agree