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Total War: Warhammer Wiki
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Vampire Counts
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== Strategy== *Vampire Counts heroes and buildings can generate Vampiric Corruption within [[campaign map]] [[provinces]]. Uncorrupted provinces will cause [[attrition]] to the travelling army, meaning sending heroes to pave the way for invasion is a wise choice. [[Corruption]] can also be generated in adjacent regions by certain buildings, and may trigger Vampiric rebellions. *Vampire Counts have no ranged units. Hit fast, hit hard, and close distance. Solid infantry, fast cavalry, and plenty of magical and terror units, combined with immunity to panic and excellent flying units means that the Counts excel in aggressive attacks and bold maneuvers. Use [[Fell Bats (Vampire Counts)|Fell Bats]] and [[Dire Wolves (Vampire Counts)|Dire Wolves]] to tie up enemy ranged units and stop them firing. Fell Bats can even be used to screen, taking hits from enemy projectiles to protect the rest of the army. *Attrition? Vampire Counts don't care about death and you shouldn't either. Mastery of necromancy allows Necromancers to bring extra zombies into combat in battles, as well as instantly recruiting full units into the army on the campaign map. *Strong battle magic options, including raising of new units from the dead. Units cause fear, impacting enemy leadership. Crumbling: wavering is for the living. Vampire Counts units experience casualties over time and melee damage penalties when suffering from low leadership levels instead of routing. *Remember that some battle casualties are automatically raised from the dead post-battle, even in defeat. Don't be afraid to sacrifice some expendable units. *There is very little need to manually recruit units, as you can recruit a complete army instantly by raising the dead on the campaign map. This means you can recruit a lord, raise the dead to give them an army and be ready to fight in just one turn. Because of this you don't need to keep large armies in your settlements as garrisons in case of an attack. Instead save your dark magic (money) and just recruit a lord and an instant army when a threat comes near. *The ability to raise the dead also means you don't need to worry about taking casualties in battles. As long as you win the battle you can usually raise new units instantly to replace your losses. There are lots of ways to use this mechanic to give you an advantage. *Another final advantage to raising the dead is that you don't need to build many recruitment buildings. Instead you can focus on your economy in small settlements by building Gibbets to quickly generate income. *A weird but completely valid way to play the Vampire Counts is to completely ignore any high tier units, and only focus on [[Skeleton Warriors|Skeletons]]. This is possible, due to the fact that the Lore of Vampires has great damage spells and excellent support spells. The technology that makes this way of play possible is "Defiler of Ancient Burrows" which reduces upkeep of Skeleton troops by 100%, making them essentially free. This allows you to recruit armies with a lord, necromancer and 18 skeletons and still come out on top, due to the power of the Lore of Vampires. If played this way, a single Vampire Counts army can cost as much as 500 gold per turn, thereby making it the most cost-effective way to play them. This army misses a siege attacker, and a lord on a zombie dragon is recommended to speed up your siege attacks.
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