One thing that's worth mentioning. Coast can actually run some pretty terrifying rush armies built around Prometheans and leviathans supported by syreens and chaffe. Very little if any ranged units are needed. Natural bulk and healing makes the army very very strong. Normal gunline armies will struggle with sieges, a monster rush will not. I highly recommend running a couple rush armies specifically for this purpose.
Or just 4 mortars, two cannonades, two Necrofex. The mortars will murder anything on the walls, the cannonades can rip down towers and walls alike, and the necrofex can either help with the towers and walls, or be used to mop up the remaining foes hiding behind their pitiful walls.
You mind posting you personal army comp?? I have just starting playing VC and am having trouble finding a solid comp I really love and can play with consistently in early/mid game
@@WellHiFellers Early to Mid-Game with the Vampire Coast? Mostly, you just want some sort of shoddy frontline, and as many handgunners and mortars as you can fit. I'd say... 6 Zombie Pirate Deckhands (Pistols). Just for some early ranged fire, before going into melee. 6-8 Handguns/Handgunners for ripping apart any foes that get into range and doing decent damage... 2-4 Mortars. This depends on how many Handgunners you get, but... Two mortars will help with most infantry armies, and four will decimate sieges when used correctly. As the Vampire Coast, you do need to deal with a decent amount of Large Units, but Handgunners are pretty good at dealing with them, early on. There won't be too many Pure Dino armies, so most of the time, its Kroxigors at most, and Saurus shields and skinks. Also, focus on the Lore of Vampires, if you can. Lore of the Deeps is the second best, as the Lore of Death is kinda... Meh. Vampires will DESTROY an entire army with Wind of Death, when used right. I've seen a single cast get over 500 kills. You just need to wait... And strike when they've hit your frontline, and are bogged down. Lore of Deeps is mostly there for the Zombie Pirates and Promeatheans to add a little extra to your frontline. If you can afford them, you could also replace one or two of your Handgunners with Heroes. Vampire Heroes are usually pretty great, especially when they get to around... Level 12-18. That's usually when they hit their best magic, and have decent HP and defence. One Gunnery Wight, and one Vampire hero. Don't worry about putting any Mourngul Haunters in your army. They're not bad units, necessarily, but... The other two are just far too good.
Bloated corpses are actually pretty sweet units early and mid game. Use them like an emergency button since they're always in the raise dead pool. To use them efficiently make the enemy blob around one of your units, preferably a summon, monster or hero, then send the bloated corpse into the blob, you can absolutely destroy 3-4 units if you do it right. You normally want to hide the bloated corpse in trees until the right moment so they don't get accidentally triggered. You can do a similar thing in sieges. Take down the gate and push a summon/monster/hero through the gatehouse. The enemy will blob around him and that's when you send the bloated corpse for great damage! He's also really useful for taking out elite units, particularly elite cav that you might otherwise struggle with. Just don't use him against single entities or low unit counts and you should be fine. Bonus in that he's also great when raising a quick army to take out revolts.
The pistol and bomber gunnery mobs also have the Meat Shield trait, so you could theoretically use them as a front line - charge them toward the enemy, shooting all the while and lobbing bombs once they get close enough. Also, don't discount the AP damage on the polearm deckhands: while they get an accuracy and damage bonus against Large units, having a significant chunk of armor-piercing damage means that they can punch well above their weight class against higher-tier infantry while still holding the line long enough for you to flank.
you underestimate the bloated corpse's use i feel. they can wipe out ANY unit they are thrown against basically, and in campaign they are often an option for the Raise dead mechanic too. and if you get them into a proper clump of enemies, you can wipe out multiple units. course they are harder to utilize in pvp because they will always target them with ranged if they have any. still it is a situation where they HAVE to target them with range unless they want an explody boi stagediving into their expensive units. meaning they have to draw their fire away form your other units. an army slot sacraficed but it can be used tactically. if you get a stealthy flag or ability you basically got a stealth bomber.
in campaign I use 2 of them sometimes when going against cav heavy factions like bretonia, since at least in my experience vampire coast suffers badly against cav with no charge-defense units.
totally agree, they're really fun and good in the early-mid campaign particularly as an emergency button since they're always in the raise dead pool. I think he's missing that you can take out multiple units, or elite units, not just a 1 for 1 trade.
So far in my experience, what you need is arty for siege battles. Cannonades or necrofexes can take down towers or walls, while mortars sweep the walls. Use your frontline to absorb tower hits, while you keep killing infantry that deploy on walls. Of course if they rally out that is a different story, but I’m not sure rushing gun lines or monsters is a good idea for anyone.
heres a mini guide the late game army of the vampire coast has two types and heres a basic version of it although i have my own comp disclaimer, always get winds of death and invocation of nehek as top priorities for magicks and never, ever get the regiment of renown version of the necrofex collosus unless you are fighting these factions, norsca, vampire counts, or chaos because it has reduced range and unreliable shooting animations gunnery deck hands mob can shoot through a rotting promethian and its other version type one, non cheese 1 lord 2 vampires that doesn't have the magic of the lord( if the lord has lore of vampires, the vampire captains has deeps and shadows and if the lord has deeps, get a lore of vampies) 2 gunnery wights queen bess 5 deck hands pole arms 3 depth guard 4 deck gunners 2 necrofex collosus 1 queen bess or any of the monsters rotting leviathan for factions with good cav another necrofex for factions with good ranged deathshriek terrorgheist isnt really appropriate for vampire coast armies because they are large unit snipers(even though they dont have anti large damage like the vampire counts variant) and ranged units eat any large units but you can make do with them if you replace the necrofexes with these and have a goon squad for killing heroes so you have to get atleast 3 to snipe them and the artillery, use the deathshriek ability on the artillery(note, put the terrorgheist close to the artillery piece to instantly destroy the artillery piece it only takes one to wreck an entire banner of artillery pieces due to them having 3 charges for each terrorgheist so stick close to them and also, they regenerate the unit card doesnt shoe it but if you look at the traits area with all the circles and stuff you can see the regenerate icon in there now for the cheese army noctilus 19 necrofex collosus target any anti large units like ranged, cavalry, artillery, and anti large flying units first the leave the others for later my personal army 1 lord 2 vampire captains same as the non cheese 2 gunnery wights 6 rotting promethians with deck gunners (front line) 3 rotting leviathans (flank protectors) 6 necrofex collosus give queen bess to another army
Two things he didn't mention: Deckhands mobs can actually beat other chaf units like sk.warriors or zombies(sk.warriors not by much but still counts); Rotting leviathans have handguns on their back so they do like rotting promethians gunnery mobs, having constant (if weak) ranged damage.
You forget one crucial thing: Those bloated corpses are just fun to use. Not particularly good. But it's so fun to just blow up a whole enemy unit in one go.
they're really good early game, particularly since they're always in the raise dead pool. They're basically an emergency button, and he missed that you can take out multiple units with one bloated corpse if you make them blob then charge in. Plus, amazing at taking out elite units that you wouldn't have an answer to otherwise. Honestly, he's really underestimating them.
Tbh I like having bloated corpses in my army, usually 2. I keep them in the reserve and push them forward if I see my line is getting weak in a section. They almost always cause the damaged unit(s) to withdraw and create a gap for me to exploit and start flanking.
army suggestions I would make : 1. if price is no object: get one of the fleet captains or the legendary lord and fill their army with necrofex collosi. 2. if you want hyper efficiency, use the raise dead function to fill your army ONLY. after that fill your army depending on who your up against (ie, look for anti infantry or anti large or armor peircing depending on what units you expect to go against) but the one common thing in all of my lists: 8 handgunner mobs, 4 mortars, 1 cannon, 1 lore of vampire female lord. this creates a solid gunner core, you find a good hill to sit on and you sit on it waiting for the enemy. you use your vampire lord to go bait the enemy to chase them then run back to your gun line nad watch as the enemy is blown apart Pros and cons of this gunline: Pros: its unstoppable in siege battles, if the enemy hides behind walls their screwed due to the sheer amount of mortars. It is also incredibly effective against any infantry focused or infnatry-archer-guns army. Cons: It is very weak to cav, fast moving units that can run around your gun line are a problem, their are ways to offset this such as corner camping, but the inherint cav weakness of the strategy on top of the lack of any anti-charge means bretonia will be a scary faction to face so i recommend sending necrofex spam at them instead of this army. I have beat the game with full map completion on very hard difficulty never having built a single unit recruitment building on anything but my fleet captains and legendary lord. this also allows you to be constantly on the offense never having to take much time recruiting.
I saw the exploding corpses running at me and had flashbacks to suiciders from dead island. I ran as I was running I saw a few stragglers that didn’t keep up the exploding corpses jumped and blew up killing 2-3 straggling units each. The rest of my army turned around to support my struggling front line for a sweeping victory. Dumbest unit ever. I expected a nuke but got a firecracker
Honestly, yeah. 4 mortars, two cannonades, two necrofex. You'll destroy them. You can even replace one of the mortars with Queen Bess, or replace a regular Deck Gunner with her. You'll rip through a siege with ease. A gunnery wight, or even two, and nothing will remain of that city.
"bad at sieges" even with armies that i scrap together in two seconds i can take out level 5 walled settlments with fullstack armies garrisoned on very hard difficulty with ease. I like to run one cannon and 4 mortars, and those 4 mortars usually pick up around 300-400 kills a piece by the end of the battle with the cannons opening up the wall and destroying the towers. once the mortars and cannons are out of ammo the rest of the seige is sort of a slog, but then its all up to your vampire lord being good enough in melee to run in with a few other units and just scare the enemy into defeat.
One additional point regarding the fat bomb boys: They ALWAYS die in auto-resolve. The power difference doesn't matter...they will 100% die. Btw, I really liked the battle at the end. It's one thing to tell the viewers how you can use a unit but it's quite another to SEE them in action! Well done!
you shouldn't have them in your armies anyway as paying upkeep for them when you dont need them doesnt make sense They are literally always in the raise dead pool so if you are about to go into a fight and feel like you may need them, just raise them and use them. dont pay upkeep for them
i actually beat one of those once... granted it was on a solo campaign but it was during my Wulfhart run against Harkon. 5 units of Huntsman with Wulfhart buffs, if I had them all focus a necrofex they would take it out in about 10 seconds (I'm not exaggerating)
For offensive sieges I use depth guards as a spearhead to immediately take the walls. If I successfully take the walls it’s pretty much the end of the first (second?) phase of defense because my gun mob will be up on the walls just letting loose on the enemy below. If it fails, though, that’s a lot of expensive units I just lost
Gunner rotting Prometheans have the advantage of shooting over things too. Means that while the enemy approaches they can shoot over your gunline, and more Daka is always needed
they're pretty handy later than that given they're always in the raise dead pool. They're like an emergency button, plus with decent micro you can use them to take out not just one unit but 2-4! As well as that, they're great at taking out elite units that legendary lords often start with. Even late game they can be helpful against revolts, or in an emergency secondary army. He's really underestimating them.
I tend to basically ignore walled settlements until I've got a good few units of artillery. With the inability to put artillery on walls usually only the towers can shoot back, so if you stack ~4-5 artillery/necrofex with a gunnery wight you can take out all the towers and large chunks of the walls. From there you can fight them a lot more like normal. You'll be awakened and low on artillery ammo, but the fight won't really be siege anymore and that's enough
@@akumaking1 You want to immediately go for the tech that gives lord recruit rank plus 5. That way you can recruit a lord and put him immediately in the office that gives ship growth. Really helps.
There are other cons, also costs of their buildings, establishing pirate coves as agents costs a lot and 20 turns cooldown so you have to use Lord to do it by declaring war on said target settlement. Slow economy means by the time they will get decent income your enemy will be far superior. I have love/hate relationship with this particular Race tried multiple times as Pirate Horde or standard conquest, and it's better to play as standard faction rather than Horde. Also some units are horrible in AR (auto resolve) they are nuked instantly, for example Rotting Prometheans, Syreens, Mournguls (they're generally bad in combat) That's comparison with Skaven Undercities that have only 10 turns cooldown (5 turns with Skavenblight landmark), can spread Undercities around them with building that is a lot cheaper (4000 g) comparing to VCoast (5000g) the one that gives 50% income.
Terrorgheists aren't meant to be used on artillery crews. Brilliant in sieges on walls and attacking committed cavalry and monsters from behind on the ground. For infantry, use their breath attacks from maximum range once the infantry is stationary and blobbed
i kind of feel like the rotting prometheans and leviathans replace the varghiests and the varghulfs for the vampire coast. i love the animated hulks and the necrofex colossus. the ranged and artillery units really hit home the vampire pirate themed army. i can hear the pirates of the Caribbean theme in my head every time i play them.
Brooo the bombers in the front they can STILL THROW EVEN IN MELEE COMBAT, and the muskets for example behind in the early game, have u played that faction actually? =D
Bad at siege attacks? Dude, they're the best siege faction in the game. Bring lots of artillery, and just bombard whatever is on the wall untill you run out of ammo. Then send in the melee infantry to secure the wall, and then ranged infantry to stand on the wall and shoot whatever monster and cavalry the enemy has left, since they can't get to you on top of the wall. If the enemy has too many units for you to clear out with artillery, then use what ammo you have and withdraw and try again next turn.
Hey, Colonel! Love your videos, man. I'm new to the game and I'm really early in the Vampire Coast Campaign, but I'm having a ton of problems beating the High Elves, since they have some huge range for their missile units. How can I get closer to them without taking too much damage or exposing my missile units? Anyway, thank you for all your videos! They help a lot!
Tiago Ferreira not him, buuuuuuut I do have some ideas for the early game as a vampire coast main. Because of the archers the high elves can field, they really are one of the most dangerous counters the Vampire coast can face, and since the archers fire in an arc, it means your ranged units can (and often do) get mopped up by the archers. Combine this with the fact your frontline doesn’t know what a “shield” is, and your basically screwed if you play fair. But you’re a pirate and pirates don’t play fair. So you start by bringing a mortar or 5. these deal significant damage to most frontline infantry units and may break the enemies line before they reach yours AND usually will get the AI to attack you, worried (justifiably) that the mortars will pick the army apart if they do nothing. next you place the mortars at the top of a hill, or at the back of the map, hills are VERY nice because of the next tip but they aren’t strictly necessary if you’re doing a diligent job flanking. Once the melee infantry start getting closer to your front line start focusing on the archers with your artillery, or just focus on the archers at the beginning if they have large numbers of them next your ranged unit of choice (handgunners are the best but all of them are good) should be placed on the side of the hill, facing downwards, not at the top. They need to be on the side because line of sight can be broken by the hill itself, and if your on the side you can just fire straight into the enemy melee mass at the bottom of the hill. This is their primary job, and once the enemy frontline and large units (FOCUS FIRE DRAGONS I CANNOT STRESS THIS ENOUGH DO NOT LET THEM GET TO YOUR ARTILLERY YOUR HANDGUNNERS WILL MAKE QUICK WORK OF THEM BEFORE THEY REACH YOU BUT WAIT TOO LONG AND YOU ARE SCREWED) is gone turn the gunners on the ranged units Finally put your melee infantry at the bottom of the hill and wait for them to either take no losses or to be chewed up and spat out by anything slightly stronger than a bretonnian peasant TLDR: artillery at the top of the hill focusing archers, handgunners on the side of it, melee infantry at the bottom, kill winged scaleies with extreme prejudice
@@chandlerfields5263 hey, man! thanks for the answer! really useful. Actually I was able to beat them with artillery, but I was losing too many meatshields. I'll try what you've said and increase the number of mortars. (About that: do you put 5 mortars before trying to raid any city of the High Elves, like, really early game? Or do you go after other factions at the beggining to make money?) About the dragon: Didn't actually play enough to fight any army with them, but I'll keep the tip in mind. But thanks! It sure will help a lot!
4 Necrofex + Noctilus, 6 depth guard (4 axe 2 halb), deck gunners, 2 terrorgeist, then deck gunners, bomb deck droppers and a queen bess for final measure. The sheer amount of pain from 5 necrofex and a queen Bess is nothing more than unbelievable. Hard disagree on the terrorgeist by the way, they can annihilate back lines and seem neigh unkillable.
I just started playing the faction & game recently, this shit confused me.... They are using what looks like Matchlock Rifles.... YET they're marked as (Handguns)????? Is that right? I feel like somebody messed up the Localization?
Bad at siege attacks? 5 mortars 3 cannons and you bombard shit out of defenders till they give up if they not, then you send your troops to clean up the remaining survivors,
0:40 * nerd voice activate * um ACTUALLY in HISTORICAL COMBAT pirates would be forced to carry 5 or so guns because you could only fire each gun once in a battle because of how long it took to reload them
The one thing I know about Audible is that their relentless advertising and sponsorship has put me off audiobooks for life. Had a stroke recently and lost half my visual field so I thought I was going to have to switch to audiobooks, but I'd rather struggle with paper books if the alternative is giving money to Audible. I've started unsubscribing from channels which have lengthy sponsorship reads for audible, expressvpn, hair loss snake oil, ball shavers, and all the other irritating overpromoted trash which is polluting youtube.
One thing that's worth mentioning. Coast can actually run some pretty terrifying rush armies built around Prometheans and leviathans supported by syreens and chaffe. Very little if any ranged units are needed. Natural bulk and healing makes the army very very strong.
Normal gunline armies will struggle with sieges, a monster rush will not. I highly recommend running a couple rush armies specifically for this purpose.
Or just 4 mortars, two cannonades, two Necrofex. The mortars will murder anything on the walls, the cannonades can rip down towers and walls alike, and the necrofex can either help with the towers and walls, or be used to mop up the remaining foes hiding behind their pitiful walls.
You mind posting you personal army comp?? I have just starting playing VC and am having trouble finding a solid comp I really love and can play with consistently in early/mid game
@@WellHiFellers which Lord?
@@WellHiFellers Early to Mid-Game with the Vampire Coast? Mostly, you just want some sort of shoddy frontline, and as many handgunners and mortars as you can fit. I'd say...
6 Zombie Pirate Deckhands (Pistols). Just for some early ranged fire, before going into melee.
6-8 Handguns/Handgunners for ripping apart any foes that get into range and doing decent damage...
2-4 Mortars. This depends on how many Handgunners you get, but... Two mortars will help with most infantry armies, and four will decimate sieges when used correctly. As the Vampire Coast, you do need to deal with a decent amount of Large Units, but Handgunners are pretty good at dealing with them, early on. There won't be too many Pure Dino armies, so most of the time, its Kroxigors at most, and Saurus shields and skinks.
Also, focus on the Lore of Vampires, if you can. Lore of the Deeps is the second best, as the Lore of Death is kinda... Meh. Vampires will DESTROY an entire army with Wind of Death, when used right. I've seen a single cast get over 500 kills. You just need to wait... And strike when they've hit your frontline, and are bogged down.
Lore of Deeps is mostly there for the Zombie Pirates and Promeatheans to add a little extra to your frontline.
If you can afford them, you could also replace one or two of your Handgunners with Heroes. Vampire Heroes are usually pretty great, especially when they get to around... Level 12-18. That's usually when they hit their best magic, and have decent HP and defence. One Gunnery Wight, and one Vampire hero. Don't worry about putting any Mourngul Haunters in your army. They're not bad units, necessarily, but... The other two are just far too good.
@J W, @@MrJinglejanglejingle
Bloated corpses are actually pretty sweet units early and mid game. Use them like an emergency button since they're always in the raise dead pool. To use them efficiently make the enemy blob around one of your units, preferably a summon, monster or hero, then send the bloated corpse into the blob, you can absolutely destroy 3-4 units if you do it right. You normally want to hide the bloated corpse in trees until the right moment so they don't get accidentally triggered. You can do a similar thing in sieges. Take down the gate and push a summon/monster/hero through the gatehouse. The enemy will blob around him and that's when you send the bloated corpse for great damage! He's also really useful for taking out elite units, particularly elite cav that you might otherwise struggle with. Just don't use him against single entities or low unit counts and you should be fine.
Bonus in that he's also great when raising a quick army to take out revolts.
Bloated corpses give me a good laugh when they delete a unit, mine or the enemy’s.
my favorite vampire coast lords are count nauctilus and Luther harkon.
"i have decided not to kill you... but my minds can be fickle."
The pistol and bomber gunnery mobs also have the Meat Shield trait, so you could theoretically use them as a front line - charge them toward the enemy, shooting all the while and lobbing bombs once they get close enough. Also, don't discount the AP damage on the polearm deckhands: while they get an accuracy and damage bonus against Large units, having a significant chunk of armor-piercing damage means that they can punch well above their weight class against higher-tier infantry while still holding the line long enough for you to flank.
I love how every monster was a "normal" creature.....and then the Animated Hulks and onwards appeared.
I absolutely love the design of the Necrofex colossi. Just take them into a skirmish battle and look at them close up. Absolutely amazing design.
When you are skaven and have brought 2 to 3 units of ratling guns and 40% of there army are ethereal.
Maybe once the ratling gunners die their ghosts can fight them instead.
Amazing to see how much you have improved since I found your channel a year ago. Great videos, keep it up.
you underestimate the bloated corpse's use i feel. they can wipe out ANY unit they are thrown against basically, and in campaign they are often an option for the Raise dead mechanic too.
and if you get them into a proper clump of enemies, you can wipe out multiple units.
course they are harder to utilize in pvp because they will always target them with ranged if they have any. still it is a situation where they HAVE to target them with range unless they want an explody boi stagediving into their expensive units. meaning they have to draw their fire away form your other units. an army slot sacraficed but it can be used tactically.
if you get a stealthy flag or ability you basically got a stealth bomber.
would have been op with the eshin magics
in campaign I use 2 of them sometimes when going against cav heavy factions like bretonia, since at least in my experience vampire coast suffers badly against cav with no charge-defense units.
totally agree, they're really fun and good in the early-mid campaign particularly as an emergency button since they're always in the raise dead pool. I think he's missing that you can take out multiple units, or elite units, not just a 1 for 1 trade.
Ikr. Bloated Corpse is my favorite unit in the entire game.
i like that you put a timer on the ad segment. Good guy Colonel
So far in my experience, what you need is arty for siege battles. Cannonades or necrofexes can take down towers or walls, while mortars sweep the walls. Use your frontline to absorb tower hits, while you keep killing infantry that deploy on walls.
Of course if they rally out that is a different story, but I’m not sure rushing gun lines or monsters is a good idea for anyone.
Interesting zombies are clever enough to operate and use fire arms in warhammer. Perhaps the zombies are also doing manual labour and armory work
heres a mini guide
the late game army of the vampire coast has two types and heres a basic version of it although i have my own comp
disclaimer, always get winds of death and invocation of nehek as top priorities for magicks
and never, ever get the regiment of renown version of the necrofex collosus unless you are fighting these factions, norsca, vampire counts, or chaos because it has reduced range and unreliable shooting animations
gunnery deck hands mob can shoot through a rotting promethian and its other version
type one, non cheese
1 lord
2 vampires that doesn't have the magic of the lord( if the lord has lore of vampires, the vampire captains has deeps and shadows and if the lord has deeps, get a lore of vampies)
2 gunnery wights
queen bess
5 deck hands pole arms
3 depth guard
4 deck gunners
2 necrofex collosus
1 queen bess or any of the monsters
rotting leviathan for factions with good cav
another necrofex for factions with good ranged
deathshriek terrorgheist isnt really appropriate for vampire coast armies because they are large unit snipers(even though they dont have anti large damage like the vampire counts variant) and ranged units eat any large units but you can make do with them if you replace the necrofexes with these and have a goon squad for killing heroes so you have to get atleast 3 to snipe them and the artillery, use the deathshriek ability on the artillery(note, put the terrorgheist close to the artillery piece to instantly destroy the artillery piece it only takes one to wreck an entire banner of artillery pieces due to them having 3 charges for each terrorgheist so stick close to them and also, they regenerate the unit card doesnt shoe it but if you look at the traits area with all the circles and stuff you can see the regenerate icon in there
now for the cheese army
noctilus
19 necrofex collosus
target any anti large units like ranged, cavalry, artillery, and anti large flying units first the leave the others for later
my personal army
1 lord
2 vampire captains same as the non cheese
2 gunnery wights
6 rotting promethians with deck gunners (front line)
3 rotting leviathans (flank protectors)
6 necrofex collosus
give queen bess to another army
Two things he didn't mention: Deckhands mobs can actually beat other chaf units like sk.warriors or zombies(sk.warriors not by much but still counts); Rotting leviathans have handguns on their back so they do like rotting promethians gunnery mobs, having constant (if weak) ranged damage.
they pretty much function as static chariots
You forget one crucial thing: Those bloated corpses are just fun to use. Not particularly good. But it's so fun to just blow up a whole enemy unit in one go.
185 kills with w bloated corpse pretty useful early game
they're really good early game, particularly since they're always in the raise dead pool. They're basically an emergency button, and he missed that you can take out multiple units with one bloated corpse if you make them blob then charge in. Plus, amazing at taking out elite units that you wouldn't have an answer to otherwise. Honestly, he's really underestimating them.
Tbh I like having bloated corpses in my army, usually 2. I keep them in the reserve and push them forward if I see my line is getting weak in a section. They almost always cause the damaged unit(s) to withdraw and create a gap for me to exploit and start flanking.
army suggestions I would make :
1. if price is no object: get one of the fleet captains or the legendary lord and fill their army with necrofex collosi.
2. if you want hyper efficiency, use the raise dead function to fill your army ONLY. after that fill your army depending on who your up against (ie, look for anti infantry or anti large or armor peircing depending on what units you expect to go against) but the one common thing in all of my lists: 8 handgunner mobs, 4 mortars, 1 cannon, 1 lore of vampire female lord. this creates a solid gunner core, you find a good hill to sit on and you sit on it waiting for the enemy. you use your vampire lord to go bait the enemy to chase them then run back to your gun line nad watch as the enemy is blown apart
Pros and cons of this gunline:
Pros: its unstoppable in siege battles, if the enemy hides behind walls their screwed due to the sheer amount of mortars. It is also incredibly effective against any infantry focused or infnatry-archer-guns army.
Cons: It is very weak to cav, fast moving units that can run around your gun line are a problem, their are ways to offset this such as corner camping, but the inherint cav weakness of the strategy on top of the lack of any anti-charge means bretonia will be a scary faction to face so i recommend sending necrofex spam at them instead of this army.
I have beat the game with full map completion on very hard difficulty never having built a single unit recruitment building on anything but my fleet captains and legendary lord. this also allows you to be constantly on the offense never having to take much time recruiting.
did you realy just insult our bloaty bois?
Correction: best unit in the game and sexiest
I personally actually recommend a frontline of Zombie Deckhand Mob with Halberds that is supported by several unit's of Depth Guard, personally.
100% agree the depth guard have a small unit size and you’d want to limit the damage they take
@@fuzzybear8304 or just go with rotting prometians since gunners can shoot through them to the target the units getting smashed by the prometians
I saw the exploding corpses running at me and had flashbacks to suiciders from dead island. I ran as I was running I saw a few stragglers that didn’t keep up the exploding corpses jumped and blew up killing 2-3 straggling units each. The rest of my army turned around to support my struggling front line for a sweeping victory. Dumbest unit ever. I expected a nuke but got a firecracker
I personally used Rotting prometheans ( 4) as a front line and used depth guard as a support
Damn did I rake up those kills
Last time I was this early there was no quarantine
How in the world do the Mournguls not cause terror?! Imagine being a swordsman and seeing that thing charging at you.
How can you say they're bad at sieges when you can just blow up the enemy's towers and walls?
Honestly, yeah. 4 mortars, two cannonades, two necrofex. You'll destroy them. You can even replace one of the mortars with Queen Bess, or replace a regular Deck Gunner with her. You'll rip through a siege with ease. A gunnery wight, or even two, and nothing will remain of that city.
Just replace everything with necrophex colossus
"bad at sieges" even with armies that i scrap together in two seconds i can take out level 5 walled settlments with fullstack armies garrisoned on very hard difficulty with ease. I like to run one cannon and 4 mortars, and those 4 mortars usually pick up around 300-400 kills a piece by the end of the battle with the cannons opening up the wall and destroying the towers. once the mortars and cannons are out of ammo the rest of the seige is sort of a slog, but then its all up to your vampire lord being good enough in melee to run in with a few other units and just scare the enemy into defeat.
One additional point regarding the fat bomb boys: They ALWAYS die in auto-resolve. The power difference doesn't matter...they will 100% die.
Btw, I really liked the battle at the end. It's one thing to tell the viewers how you can use a unit but it's quite another to SEE them in action! Well done!
you shouldn't have them in your armies anyway as paying upkeep for them when you dont need them doesnt make sense
They are literally always in the raise dead pool so if you are about to go into a fight and feel like you may need them, just raise them and use them. dont pay upkeep for them
Three words: Necrofex colossus spam!
i actually beat one of those once... granted it was on a solo campaign but it was during my Wulfhart run against Harkon. 5 units of Huntsman with Wulfhart buffs, if I had them all focus a necrofex they would take it out in about 10 seconds (I'm not exaggerating)
Sucks hard dude
If you do this you will end up being attacked by 5 Stacks almost every turn
@@hugovasquez8222 If you use the right lord, spamming them is devastating to almost anything.
For offensive sieges I use depth guards as a spearhead to immediately take the walls. If I successfully take the walls it’s pretty much the end of the first (second?) phase of defense because my gun mob will be up on the walls just letting loose on the enemy below.
If it fails, though, that’s a lot of expensive units I just lost
Gunner rotting Prometheans have the advantage of shooting over things too. Means that while the enemy approaches they can shoot over your gunline, and more Daka is always needed
Bloated Corpses are pretty handy in the first few turns of the game but that's about it
they're pretty handy later than that given they're always in the raise dead pool. They're like an emergency button, plus with decent micro you can use them to take out not just one unit but 2-4! As well as that, they're great at taking out elite units that legendary lords often start with. Even late game they can be helpful against revolts, or in an emergency secondary army. He's really underestimating them.
I tend to basically ignore walled settlements until I've got a good few units of artillery. With the inability to put artillery on walls usually only the towers can shoot back, so if you stack ~4-5 artillery/necrofex with a gunnery wight you can take out all the towers and large chunks of the walls. From there you can fight them a lot more like normal. You'll be awakened and low on artillery ammo, but the fight won't really be siege anymore and that's enough
I like how some peeps tried to defend bloated in a late game settings, when things like necrofex exists
It's worth mentioning that Count Noctilus can get an easy Necrofex Doomstack that has a minimal upkeep cost as early as turn 40-50ish.
Which skills are best to use/unlock for that?
@@akumaking1 It's been a while since I've done it but I believe you just want to rush growth on Noctilus in his tree and in his buildings.
@@akumaking1 You want to immediately go for the tech that gives lord recruit rank plus 5. That way you can recruit a lord and put him immediately in the office that gives ship growth. Really helps.
I chuckled a little, the Sartosian units shown are backwards, militia are the ones with pistols
There are other cons, also costs of their buildings, establishing pirate coves as agents costs a lot and 20 turns cooldown so you have to use Lord to do it by declaring war on said target settlement. Slow economy means by the time they will get decent income your enemy will be far superior. I have love/hate relationship with this particular Race tried multiple times as Pirate Horde or standard conquest, and it's better to play as standard faction rather than Horde.
Also some units are horrible in AR (auto resolve) they are nuked instantly, for example Rotting Prometheans, Syreens, Mournguls (they're generally bad in combat)
That's comparison with Skaven Undercities that have only 10 turns cooldown (5 turns with Skavenblight landmark), can spread Undercities around them with building that is a lot cheaper (4000 g) comparing to VCoast (5000g) the one that gives 50% income.
However, while Undercities have counterplay, Coves do not. The enemy can't do shit about you planting Coves all over their turf.
Terrorgheists aren't meant to be used on artillery crews. Brilliant in sieges on walls and attacking committed cavalry and monsters from behind on the ground. For infantry, use their breath attacks from maximum range once the infantry is stationary and blobbed
You get a pirate ship transformers at the end tier... Who doesn't love that...
i kind of feel like the rotting prometheans and leviathans replace the varghiests and the varghulfs for the vampire coast. i love the animated hulks and the necrofex colossus. the ranged and artillery units really hit home the vampire pirate themed army. i can hear the pirates of the Caribbean theme in my head every time i play them.
I like using Bloats early game 2-3 and the early enemy armies go boom.
Ad countdown timer because this man is a fucking chad
I love your guides
Brooo the bombers in the front they can STILL THROW EVEN IN MELEE COMBAT, and the muskets for example behind in the early game, have u played that faction actually? =D
1:14 “atacks”
there's always something
Can you do nurgle tzethc slanaaash and khorne and can you do the beastmen next
Bad at siege attacks? Dude, they're the best siege faction in the game. Bring lots of artillery, and just bombard whatever is on the wall untill you run out of ammo. Then send in the melee infantry to secure the wall, and then ranged infantry to stand on the wall and shoot whatever monster and cavalry the enemy has left, since they can't get to you on top of the wall. If the enemy has too many units for you to clear out with artillery, then use what ammo you have and withdraw and try again next turn.
Where's me rum?
Hey, Colonel! Love your videos, man. I'm new to the game and I'm really early in the Vampire Coast Campaign, but I'm having a ton of problems beating the High Elves, since they have some huge range for their missile units.
How can I get closer to them without taking too much damage or exposing my missile units?
Anyway, thank you for all your videos! They help a lot!
Tiago Ferreira not him, buuuuuuut I do have some ideas for the early game as a vampire coast main.
Because of the archers the high elves can field, they really are one of the most dangerous counters the Vampire coast can face, and since the archers fire in an arc, it means your ranged units can (and often do) get mopped up by the archers. Combine this with the fact your frontline doesn’t know what a “shield” is, and your basically screwed if you play fair.
But you’re a pirate and pirates don’t play fair. So you start by bringing a mortar or 5. these deal significant damage to most frontline infantry units and may break the enemies line before they reach yours AND usually will get the AI to attack you, worried (justifiably) that the mortars will pick the army apart if they do nothing. next you place the mortars at the top of a hill, or at the back of the map, hills are VERY nice because of the next tip but they aren’t strictly necessary if you’re doing a diligent job flanking. Once the melee infantry start getting closer to your front line start focusing on the archers with your artillery, or just focus on the archers at the beginning if they have large numbers of them
next your ranged unit of choice (handgunners are the best but all of them are good) should be placed on the side of the hill, facing downwards, not at the top. They need to be on the side because line of sight can be broken by the hill itself, and if your on the side you can just fire straight into the enemy melee mass at the bottom of the hill. This is their primary job, and once the enemy frontline and large units (FOCUS FIRE DRAGONS I CANNOT STRESS THIS ENOUGH DO NOT LET THEM GET TO YOUR ARTILLERY YOUR HANDGUNNERS WILL MAKE QUICK WORK OF THEM BEFORE THEY REACH YOU BUT WAIT TOO LONG AND YOU ARE SCREWED) is gone turn the gunners on the ranged units
Finally put your melee infantry at the bottom of the hill and wait for them to either take no losses or to be chewed up and spat out by anything slightly stronger than a bretonnian peasant
TLDR: artillery at the top of the hill focusing archers, handgunners on the side of it, melee infantry at the bottom, kill winged scaleies with extreme prejudice
@@chandlerfields5263 hey, man! thanks for the answer! really useful.
Actually I was able to beat them with artillery, but I was losing too many meatshields. I'll try what you've said and increase the number of mortars. (About that: do you put 5 mortars before trying to raid any city of the High Elves, like, really early game? Or do you go after other factions at the beggining to make money?)
About the dragon: Didn't actually play enough to fight any army with them, but I'll keep the tip in mind.
But thanks! It sure will help a lot!
@@chandlerfields5263 And about flank units: how should I focus them?
10:34 those aren’t Handguns, they’re Rifles
I am still sad that this is the first TW since a long time without ship battles
4 Necrofex + Noctilus, 6 depth guard (4 axe 2 halb), deck gunners, 2 terrorgeist, then deck gunners, bomb deck droppers and a queen bess for final measure. The sheer amount of pain from 5 necrofex and a queen Bess is nothing more than unbelievable. Hard disagree on the terrorgeist by the way, they can annihilate back lines and seem neigh unkillable.
Bro u do realize, that the Polearms have better melee defense so will buy MUCH more time for your range troops in the early game???
I like my army comps like how I like my women EXTRA THICC
How do you do alt fire??
Lol I love all the bloated corpse hate from everyone! I can make hay with them, I love Fat Bastard
I just started playing the faction & game recently, this shit confused me....
They are using what looks like Matchlock Rifles.... YET they're marked as (Handguns)????? Is that right? I feel like somebody messed up the Localization?
Same, I thought they just had better pistols
Emo elves next ?
Use Queen Bess for every siege. With one of those and some necrofexs, siege battles become extremely enjoyable.
I absolutley love the coast, but I can't for the love of Nurgle get my battles straight.
I do worse than auto resolve :(
3:48 *These guys*
Bad at siege attacks? 5 mortars 3 cannons and you bombard shit out of defenders till they give up if they not, then you send your troops to clean up the remaining survivors,
I had some vampire rebels once and just destroyed them with bloated corpses and cannons.
0:40 * nerd voice activate * um ACTUALLY in HISTORICAL COMBAT pirates would be forced to carry 5 or so guns because you could only fire each gun once in a battle because of how long it took to reload them
Well acktually erm this is a fantasy game not historical so you're wrong /ssssss
@@ColonelDamneders touché
Did you leave out the Mournghoul Haunter and the Queen Bess?
Pretty sure haunted is a hero and queen bess is literally covered in the ROR
@@ColonelDamneders My bad. I don''t own the game, so all I know is stuff from second hand multiplayer and campaign content.
Why do the fall betts have 265 speed? Lmao
Comment for algorithm
Good video but... clean up your room, bucko.
So your terrogist review is based on one time? Lmao!!
The one thing I know about Audible is that their relentless advertising and sponsorship has put me off audiobooks for life. Had a stroke recently and lost half my visual field so I thought I was going to have to switch to audiobooks, but I'd rather struggle with paper books if the alternative is giving money to Audible. I've started unsubscribing from channels which have lengthy sponsorship reads for audible, expressvpn, hair loss snake oil, ball shavers, and all the other irritating overpromoted trash which is polluting youtube.
i mean, they sponsor the channels you watch for free, giving money to youtubers. Plus it's so easy to skip the ads.