Hello once more, everyone. Today we are dredging up the army compositions for the Vampire Coast LL's. My customary preface: these builds are designed to be themed around the Legendary Lord's bonuses, gameplay, overall roster utilization (between all LL's in a faction), background lore, location, and starting units, in that order. The entire point of these builds is to force, by means of fun themes, myself and perhaps others to utilize units in their campaigns that they may otherwise not use.
While making these builds, I discovered that the Vampire Coast has a few minor oddities in its roster. Namely, the buffs that the LL's provide are spotty - they cover some units that you'd expect in that army but also others that you wouldn't, and then sometimes they don't buff units that you would expect them to. Luckily, there's comparatively little background lore for the Vampire Coast, so I had more liberty with my process.
1) Luthor Harkon
Luthor on Death Shriek Terrorgheist
Gunnery Wight on foot
Vampire Fleet Captain (Death) on foot*
The Tide of Skjold
Zombie Pirate Deckhands Mob x2
Zombie Pirate Deckhands Mob (Polearms) x2
The Black Spot
Zombie Pirate Gunnery Mob (Handguns) x3
Scurvy Dogs x2
Salt Lord Scuttlers
Deck Droppers (Bombers) x2
Deck Droppers (Handguns) x2*
*Changed the lore of magic from Deeps to Death to improve caster variety across the LL's. Removed Terrorgheists per @LennoxPoodle
While Luthor Harkon doesn't actually buff Terrorgheists, and Noctilus does. The Gunnery Wight is on foot due to a lack of mount options, but he's really there to replenish the ammunition for the Queen Bess, which is definitely tied to Harkon specifically. Actually, all of the RoRs in this build mention Harkon by name or title in their unit descriptions, apart from maybe the Salt Lord Scuttlers. I don't know who exactly the Salt Lord is, but I figure that it's either Harkon or Noctilus. Anyway, those RoRs sort of build his list. The Tide of Skjold are Deckhands, so he gets the Deckhands as his infantry. The Black Spot are Gunnery Mobs (Handguns), so those are his ranged units. The Salt Lord Scuttlers are Deck Droppers, so he gets a few of those. I added the Scurvy Dogs due to Harkon's splendid diplomacy lines. Luthor's buffs mildly support this build but they're nothing to write home about.
With Harkon, I'd be the most landed of the Vampire Coast Lords, taking over the entire coastline of Lustria and the southern isles.
2) Count Noctilus
Noctilus on Necrofex Colossus
Vampire Fleet Captain (Vampires) on foot
Depth Guard x3
The Bloody Reaver Depth Guard
Depth Guard (Polearms) x2
Zombie Pirate Gunnery Mob (Bombers) x2*
Animated Hulks x4
Death Shriek Terrorgheist x2*
Necrofex Colossus x2
*Replaced one unit of Bombers with the Shadewraith Gunners and switched out Deck Droppers for Terrorgheists per @LennoxPoodle
Noctilus has a Necrofex Colossus as a mount and he buffs them, so those are must-haves. As a von Carstein, I felt that the lore of Vampires suited his army best. He also personally has access to that lore, but I'd put points into his melee tree instead. Noctilus buffs Depth Guard more than anyone else, and their RoR is named for his personal ship, the Bloody Reaver. Noctilus provides increased weapon strength to "large units", and given that Animated Hulks are rather under-utilized in the roster, I thought that it'd be a great place to insert them. He also therefore buffs Terrorgheists, which I have recently learned are specifically found in the Old World. The Shadewraith Gunners also seem to be tied to Noctilus via his underlings. Thank you again @LennoxPoodle
for being the only one to respond thus far and for the educational input.
Playing as Noctilus would see me establishing pirate coves in the New World but not taking territory, but later on in the campaign, I'd take settlements along the coasts and rivers of the Empire, aligning with the von Carsteins.
3) Aranessa Saltspite
Aranessa on Rotting Promethean
Gunnery Wight on Rotting Promethean
Sartosa Free Company x4
Sartosa Militia x2
Deck Gunners x3
Rotting Prometheans Gunnery Mob x3*
Rotting Leviathan x2
*Increased each unit allotment by one to replace lost RoRs that fit other Lords better
Clearly, Aranessa is designed as the Rotting Promethean Lord, as she reduces their upkeep, grants them increased missile resistance, and starts with them. Oh, and she has one as a mount. Case closed. As the only one who can have them, she obviously gets the Sartosan units, but only two of the Sartosa Militia because they really suck. Luckily, she makes up for that with the Deck Gunners, which are awesome. Aranessa starts with a unit of them, and none of the LL's buff them so they're hers. The Rotting Promethean buffs that she has also apply to Rotting Leviathans, validating their inclusion. She has the mortars because she increases ammunition for artillery, but does nothing else, so I stuck her with the lowest tier. Finally, the Gunnery Wight is in because it is the most "human" hero option available, and you can stick him on a Rotting Promethan to match his scaly Lord.
With Aranessa, I'd take over the Norscan coastlines, Albion, and the Maw, and later on all of the islands in the New World, while otherwise just establishing pirate coves in the Old World and the Southlands.
4) Clyostra Direfin
Clyostra on Rotting Leviathan
Damned Paladin on Barded Warhorse
Zombie Pirate Gunnery Mob (Hand Cannons) x4
The Lamprey's Revenge*
*Replaced one unit of Carronades with The Lamprey's Revenge
Clyostra's most notable buffs would be providing physical resistance to Syreens and Mourngul Haunters (the hero) and reducing the upkeep for Syreens and Mournguls (the unit). She gets her unique Damned Paladin hero, who is anti-large. The Mourngul Haunter that she buffs is anti-infantry. Obviously she has the ethereal Syreens, and the Mournguls and their RoR given her slight bump in upkeep reduction. Her Gunnery Mob is the anti-large type because she really needed some of that, although the Carronades are also anti-large. She gets these artillery units because she starts with one. The Lamprey is the name of her ship, so she has the RoR named after it.
Clyostra's loading screen in ME directs you to sink Ulthuan, so that's your big to-do. I would also take over the Bretonnian coast during the campaign.
I'm on much more level footing with lore in regards to the Vampire Coast, purely because there is a lot less to know. I am open to change, as always, but I'm feeling pretty set on the infantry, artillery, and monsters in these builds. I can perhaps shuffle around some flying and ranged units, though. Regardless, if you have a strong argument, let me know. Once I've evaluated and incorporated feedback from this thread, I'll be tackling the last - for now - of our factions, the Tomb Kings.
Wood Elves https://forums.totalwar.com/discussion/288448/my-take-on-thematic-army-compositions-wood-elves
Dark Elves https://forums.totalwar.com/discussion/293037/my-take-on-thematic-army-compositions-dark-elves
High Elves https://forums.totalwar.com/discussion/293966/my-take-on-thematic-army-compositions-high-elves