Vampire Fleet Admiral (Polearm-Vampires)

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Vampire Fleet Admiral
Cst vampire fleet admiral pistol death.png
Overview
FactionVampire Coast
CategoryVampire Coast Lord
Missile Infantry
Unit size1
Recruitment
Icon treasury.png Cost (MP): 1000 (950)
Icon hourglass.png Turns: 1
Icon income.png Upkeep: 250
Statistics
Icon stat health.png Health: 3051
Icon stat morale.png Leadership: 75
Icon stat speed.png Speed: 40
Icon stat attack.png Melee attack: 65
Icon stat defence.png Melee defence: 45
Icon stat charge bonus.png Charge Bonus: 35
Resistance missile.png Damage Resist Missiles: 15
Weapons
Melee
Icon stat damage.png Weapon Damage: 310
Modifier icon armour piercing.png Armour-Piercing Damage: 170
Icon stat speed.png Melee Interval: 4 s
Icon stat range.png Range: 1
Ranged
Icon stat ranged damage.png Missile Damage: 30
Modifier icon armour piercing.png Armour-Piercing Missile Damage: 120
Icon stat ammo.png Reload Time: 3.6
Icon stat ammo.png Ammunition: 40
Icon stat range.png Range: 90
Protection
Icon stat armour.png
Armor:
52.5%
Attributes
  • Charge reflector vs large.png Charge Defence vs. Large: When bracing, this unit negates the charge bonus of any large attacker.
  • Encourages.png Encourage: This unit provides a Icon stat morale.pngleadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
  • Hide forest.png Hide (forest): This unit can hide in forests until enemy units get too close.
  • Immune to psychology.png Immune to Psychology: The unit is immune to psychological attacks (fear and terror).

"The hiss of the Vampire Admiral’s orders spurs an Undead crew to enact their master’s sinister will."

The Admirals of the Vampire Coast.[1]

The Vampire Fleet Admiral (Polearm-Vampires) is a Vampire Coast Lord unit in Total War: Warhammer II. Wielding a halberd and casting spells, the admiral is a hybrid melee/caster, and is a solid anti-large/armour piercing fighter.[1]

Description[edit | edit source]

The Vampires that lead the ranks of Undead mariners typically have centuries of experience. As long-living admirals, they can become a warship’s heart and soul – being Undead, however, those are two things they themselves lack. With the help of their Necromancy they are capable of impressive and sinister feats, driving their reanimated hordes forth in any confrontation, whether on land or at sea. The hiss of their orders can spur a crew to scramble and shamble to enact their master’s will and change the course of the warship – and perhaps, if the fates will it, the course of history. The first few Vampire Admirals were likely Sylvanian outcasts banished for one reason or another, or simply left Sylvania by their own accord after growing tired of the von Carsteins, enticed to take to the seas by the notorious successes of great Vampire Admirals such as Count Noctilus and Luthor Harkon.

Attributes[edit | edit source]

  • Spellcaster: This unit can cast spells from the Lore of Vampires
  • Anti-Large: Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
  • Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Aquatic: Where other units of small stature struggle to fight and move in shallow water, Aquatic units excel.

Abilities[edit | edit source]

Items[edit | edit source]

Mount[edit | edit source]

Strategy[edit | edit source]

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