Thanks to the curse of The Thirst, the Vampire Counts of Sylvania in 168澳洲幸运5开奖网:Total War: Warhammer 3 are in need of a constant supply of fresh blood. Though their own lands have plenty of peasantry upon whic♏h to feed, there are always richer pastures.
There are plenty of human victims waiting in Middenland and all that's required is a particularly ambitious Vampire and the right roster of units. There's a decent list of creatures to get through, not as many as some of the other Lords so here's every Vampire Count unit Ranked from S-Tier (best) to C-Tier(worst).
S-Tier
Crypt Horrors: A gigantic rotting zombie that’s fury and hunger incarnate, Crypt Horrors are a slightly expensive (800 gold) yet decent damage-dealing monster unit to have in your army stacks. They hit for around 34 points each but their armor piercing is much higher at 52. Though they can’t handle duels against tough targets, they can still wear them down with debilitating poisons. Best used for charging into Chaffe units, bursting down doors in 168澳洲幸运5开奖网:Siege battles, or breaking through formations, Crypt Hor🌃rors are a great pick if you like long, grindi♓ng melee fights.
Terrorgheist: There’s a reason these giant rotting bats come with a 2K gold price tag, they’re absolute beasts, and being able to churn them out for cheap would allow you to make a pretty busted army. Soaring through the air, screeching down at its foes through withered fangs, Terrorgheist hit with a terrifying 125 Weapon Damage and 295 Armor Piercing. They’ve also got a long reach and a bonus against Large units, so they’re quite the steamrollers. With flaming attacks and a regeneration ability, these big ෴tanky boys can cause a lot of trouble on the battlefield.
Grave Guard: The Undead equivalent of the 168澳洲幸运5开奖网:Empires Greatswords, the Grave Guard are a solid wall of large weapons and big swings. These reanimated Warrior Lords of ages past are unstoppable against most infantry and they can take a sizeable chunk out of the health bars of Monster units. Their 67 percent Armor Stats and 50 percent Shield Reflect makes them tank a lot of hits they really shouldn’t be able to, and their ability to spread terror means whoever they fight just gets weaker the more prolonged the fight is. They come in a sword and Great Weapon variant to cover your need for Anti-Infantry or Anti-Large, so they’re perfect for bulking up your army in the൲ endgame.
A-Tier
Vargheist: The end result of locking a Vampire inside a coffin with nothing to drink but warp crystal contaminated water for years, Vargheist are a great mid-game monster choice. These giant mutated abominations can put out a lot of pain but their low health and defense stats make them a little squishy. Also, watch out for their Frenzy as it'll make them uncontrollable and put them at risk. The best feature of them is that they fly, so they can soar in as 168澳洲幸运5开奖网:Shock-Cavalry for ꧅a morale annihilating charge from any angle before r🎃etreating and then rotating back in again.
Varghulf: Essentially gigantic bats, Vargulfs are single-model monsters that you can throw around a map like a fuzzy bowling ball of pain. Their regeneration keeps them in the fight quite a while and whilst they’re good at swiping through infantry, if you focus them on single targets like other monsters and Lords they can snipe 🔴them pretty quickly. This is all thanks to their ridiculously high Weapon Damage of 85, Armor Piercing of 205, and basic melee of 50, which means anything that walks in fro🦂nt of it is going to be shredded in a few swipes. It’s highly recommended that they have support when they attack as their Leadership is very poor and they will route if they start to take too many hits.
Crypt Ghoul: Swift, stooping creatures that stampede in slabbering hordes, Crypt Ghouls are horrific-looking monsters that look like Night Terrors brought to life. They’re a low defense, but high attack specialist force that is best used to cull Chaffe infantry and meat ﷺshield units that are being used as blockers. They do their best work when flanking, but their slow speౠed leaves them vulnerable to cavalry and archers. They also have trouble breaking through anything armored.
Cairn Wraiths: Spectral, screeching, scythe-wielding shades that resemble Grim Reapers, Cairn Wraiths are a swift shock troop that can shatter infantry morale in seconds. Though they still use ladders in Sieges for some strange reason, Cairn Wraiths are always a high-threat force on the frontlines. Because they're ethereal, they're substantially resilient to any attack that isn't magical. Which subsequently makes them particularly hard to put down. Capable of catching up with cavalry, though vulnerable unless supported, Cairn Wraiths are a solid mid to end-game pick from the roster. They also have a cavalry variant called Hex Wraiths, which are much faster but aren’t as strong in melee as their non-steed-using brethren.
B-Tier
Zombies: Shambling rotting corpses they may seem, but the Zombies are a staple of any rogue Necromancer or aspiring Vampires army. These tireless undead are the perfect expendable infantry force that costs a pittance to keep (100 Gold) and can be raised en masse to create trash armies on the fly. Though their stats may be a bit weedy as they only hit for five damage and their health per model is just a wimpy 55, they're great for corralling enemy infantry or pinning big creatures so Anti-Large units can take them out.
Knights: The only cavalry option for the Vampire Counts, Knights are a decent line breaker. They make quite a dent when their charge gets going and if they break through to vulnerable units they can sow chaos amongst the backlines. They can't hold their own in a fight and they suffer from a weakness to range, but if you want to close the gap fast, they're a good pick. The Blood Knight variant is particularly strong in melee, though it’s a little on the expensive side.
Skeleton Warriors: Stepping as one like puppets, these Jason and The Argonauts-Esque bony boys are great mid-game units to help pad out your roster. They hang around a little longer than Zombies, come with shields or bows, and can do a decent amount of damage as a mainly Chaffe infantry unit. Until they were nerfed it was possible to churn out a bone brigade for free, and it's still technically possible with the right recruitment upgrades, so they're worth having around.
C-Tier
Corpse Cart: Although they may look cool, this unit is mainly a support one and a fairly mediocre one at that. They provide a regen buff to friendly Undead units and can keep them animated should their Puppet Master Lord get assassinated. But other than that, they mostly rattle around the backlines acting as large targets for archers. The same rule applies to the Black Coach, though 168澳洲幸运5开奖网:Helman Ghorst makes them and the Mortis Engine vers♉ion marginally more useful, but aside from that, just leave these carts in th♔e stables.
Fell Bats: A large swarm of very angry bats may seem like a great choice for a Vampire filled battlefield, but they're mostly useless. Apart from tying down undefended artillery and archers, if anything mildly dangerous takes a swing at them they disintegrate fast. If paired with a large cavalry or infantry charge they can help start a mass route since they inflict Terror on nearby troops. Consider them a throwaway unit if you get stuck with them as they're primarily disposable.
Warhounds: A fan favorite unit that a lot of Factions have access to in one shape or another, Warhounds are fleet-footed doggos of war that can hassle archers and keep routing units running right out of the battle map boundaries. Their vanguard deployment allows for some pretty creative and borderline broken attack angles, but if these good boys get pinned, it's all over. Warhounds can be really strong with constant micromanaging, but the second you stop paying attention they end up chasing after something much stronger than them. Only use them if you have no choice, or for hitting high-value targets if you like big charges. But if you prefer to Turtle they'll end up standing around doing nothing.