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Vampire Coast Unit Roster Tier Ranking
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- เผยแพร่เมื่อ 18 ส.ค. 2024
- Tier list of all Vampire Coast units recruited in Total War: Warhammer 2 excluding regiments of renown, heroes, and lords. Check out link below to post your own ranking of the Vampire Coast roster.
tiermaker.com/...
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0:00 Intro
0:35 Melee Infantry
4:16 Missile Infantry
9:44 Flying
12:14 Monsters
19:03 Artillery
Please note this is an unofficial video and is not endorsed by SEGA or the Creative Assembly in any way. For more information on Total War, please visit www.totalwar.com
Anything without a gun that doesn't explode - Trash
Guns - Good
Cannons - Better
Necrofex - ALL HAIL THE MIGHTY
My real issue with some of the evil factions though is that their expendable units block line of sight, IMO if a unit has the expendable trait your ranged units should just ignore them and shoot anyway.
that would be nice, but op i think.
I wish that was a thing. Especially for our favorite rat boiz
I wish that existed too. Maybe a huge moral penalty for certain races like dwarves and empire but skaven can fire into their lines with no regard.
Muahahaha. Another one!🎉
All factions are evil.
Every time I start a run with these guys I intend to make a well diversified army and always end up with a massive necro doomstack... 10/10 would recruit again
Thats why i dont play them alot...so boring Always ending up the same at some point
if you're interested in a few other comps, I've messed around with a ton, and these are my two favourites.
Firstly air superiority stack. Use leviathans as tanks, to make blobs around. Then terrorgheists to smash the enemy ranged, along with a few deckdropper bombers, while a few deckdropper handguns snipe the enemy lord. Spellcasters with stalk nuke the blobs around the leviathans with vangheists revenge/wind of death/krakens pull. Once the ranged is done with, the terrorgheists can breath attack lords/heroes, while the bombers help destroy the blobs.
The other one that's fun is a rotting promethean gunnery mob stack. They can fire while moving, so you just stay mobile. Whenever one of your units gets caught you charge in with the other prometheans while unleashing your magic on the area, but otherwise you just keep on the move and take out the fast units first, then the ranged.
Otherwise there's the classic early game stack of 10 handguns, 4 mortars, 2 carronades, 1 mornghul haunter, 1 gunnery wight and a spell caster. The mortars clear the chaff from ranged, while the carronades take out the cav, then large monsters. The handgunners shoot at anything in range, but particularly prioritise lords/heroes. The gunnery wight buffs the artillery and snipes the lord, while the mornghul hunter either stalks and takes out enemy artillery, or tanks. The spellcaster lord/hero use summons to distract the enemy when they get close, then nuke the area around them with wind of death/vangheists revenge.
I always end up with a bloat doomstack
This is why I always play WH2 with a unit cap mod. Removes this problem.
@@gerudah man of culture eh
Missed opportunity for “Poopdeck” and “Doomdeck” to fit the pirate motif.
Never heard of comparing Deck Gunners to Ratling guns. They definitely should be compared to Jezzails - similar range, similar firepower, similar role on a battlefield.
Yes, a much better comparison.
Yeah, Deck Gunners are conceptually similar to Jezzails but don't quite work out as well because you don't have the ways to support them with upgrades that Skaven do. One of the things that really make Skaven weapons team armies sing is the combination of tech tree and engineer support upgrades (plus the workshop for Skryre) whereas Vampire Coast's tech tree just doesn't have the same benefits in for Deck Gunners, which get left out of the range upgrade tech.
That's sort of a problem with the Vampire Coast in general. Their tech tree really just doesn't give most of their units a lot of juice. Like who needs a tech that gives +3 Bonus vs Infantry? +3? It's a fucking insult.
@@AshenVictor I totally agree with you. My point was that comparing them to Ratling Guns is quite ridiculous at first place :)
When they first came out, the rate of fire for the Deck Gunners was definitely comparable to Ratling guns. The Vampire coast has received significant nerfs to ranged units and entity unit numbers since then (because PvP crowd)
yeah, they're reskined and nerfed jezzails. Definitely worse in almost every way, but still a solid long range unit for those pre-necrophex armies.
Idea for once these have all been done, do a rating of the Doomstack rated units showing the top tier doomstack down to the worst doomstack? I think you've done a video like this, but it'd be cool to see a tier list of.
I’m surprised the armor piercing zombie gunners aren’t A tier because usually that’s where effective early game missile unit belongs. Perhaps it’s because legend is always able to get necroflex so early that non of those units matter.
I dont think that they are "effective". Because of their low range, huge unit size and loose formation its really hard to get all of them to fire if you spam them. Legend plays on ultra so its even worse. Another huge problem for gunners is that you dont actually have a unit that can tank for them apart from heroes because everything else blocks your line of sight too much.
@@Berethgor I wouldn’t consider 140 low range for a gun unit and their large unit size means more fire power if positioned well (that’s 30 more guns!). Yes it shares all the problems a gunner unit has but for their low price point and the armor piercing it provides I really can’t complain. I will not use them in mid to late game but I can’t find a better early game go-to unit in the roster. Usually legend puts good early game unit in A tier so people know what to use at the start of the game but none of the A tier units in this list is available from the get go (except bloated corpse but that more like a warp bomb ability than a unit).
@@plumbusc1379 I totally agree that its the best early game unit that VC has, but the VC early game is over really fast so thats probably why legend didnt give them A tier.
@@Berethgor even in late game they're nice to have in my side armies for how cheap they are and easy to recruit. necros can get expensive.
*shits on Legend's face*
Really incredible just how hard these guys have been hit by the MP gang nerf bat. Back closer to launch the Coast felt pretty diverse, nowadays you simply CANNOT get away with using 3/4 of their roster in anything higher than hard difficulty.
I was thinking the same thing. What a shame.
They also like TK never received a DLC.
The only thing in Legends bottom tier that actually correlates with the stat nerfs is the Deck Droppers with rifles. Animated hulks have been crap since release, prometheans have been slightly less crap as they exist to be character mounts and do nothing but have high armour on their own, and everything else in his bottom tier gets regularly used in MP. Depth Guard are melee infantry and therefore generally bad in campaign anyway, they get used a little bit in MP but they're expensive and match up dependant. Realistically it's nothing to do with the base stat nerfs, when they're one of the worst balanced campaign factions in the game. Seriously, you can recruit complete doomstacks of a tier 5 unit by what turn? Coast have so many powerful techs, great lores of magic, strong heroes, powerful economy tools in pirate coves.
@@guppyitsallgood Correct me if i'm wrong but didn't they repeatedly nerfed Depth Guards stats?
@@khankhomrad8855 Depth Guard have had a few stat changes, not all nerfs if I remember correctly. But also notice that despite the changes, Legend doesn't put them in the bottom tier despite how much they cost and their recruitment tier, and initially states they are good fighters, remembering that higher difficulties makes high tier melee infantry noticeably less effective as well. They also only really see niche use in MP because they don't fit general Coast strategy as well as other options. Syreens are tankier due to their ethereal nature and still perform quite well as damage dealers due to their high AP, and deckhand mobs are cheap and better at holding people off your guns.
The other problem with units that overperform in autoresolve is that the AI will try to send armies it considers at least as strong as them when fighting you, since bombers are autoresolve machines, it's a lot more likely to have the AI throw at you two or more stacks because it thinks it doesn't stand a chance with only one, then you get overwhelmed
Bombers were so good as a front line unit if you wanted to play around with the roster outside necrofex. Cheap, explosive damage to blow everything out of the water, unlike other frontlines you could use them in sieges particularly settlements with a corner and net hundreds of kills.
But model changes happened, and I don't know where you can put them now. Multiplayers get so defensive when you blame them for factions sucking but Vampire Coast will languish in mediocrity forever in my opinion because of Multiplayer.
@@toggle3927 Yeah, they used to be basically miners with blasting charges with a lot less armor, now they're just worthless
@@toggle3927 What was the change? Or at least, when did it happen?
@@m.z.671 Zombie Pirate Gunnery Mob (Bombers)
Number of men changed from 160 to 120
Melee Attack changed from 12 to 14
Additional hit points changed from 46 to 50
Reload Skill changed from 0 to 10
Reload Time changed from 9 to 10
Base Explosion Damage changed from 15 to 16
Armour-piercing Explosion Damage changed from 5 to 4
Cost changed from 400 to 450
Twisted and the twilight, my least favorite balance patch I think, lots of mediocre to bad changes for pve.
plus: since they are rated so highly you loose a lot of balance of power with every single piece of ammunition they use up. If you dont get great value out of them you are actively shooting yourself in the foot
I was surprised to see bombers so low. They certainly aren't doomstack material, but I like putting them behind my crappy pistol gunnery mobs to give my enemy a rude welcome once they close the distance to melee range. I don't need no stinkin' front line! If the enemy gets close, blow them up faster!
Yes, my thoughts exactly. They are the best pure meat shield. B-tier in my book as long as you use them as a meat shield and avoid the mentioned auto-resolve trap.
Digging the super-high density of usable-information in this format. Subbed. Gonna be checking-in on this channel a LOT once WH3 drops.
Nice
Thank you for your roster tier ranking, you absolutely help me choosing units without wasting time to do it myself !
Waiting for beastman roaster :)
I have no idea why I love these so much. Keep em coming!
My biggest problem with deep guard is that they only have 60 models, so it's hard to cover the holes and make a firm frontline. Also if they get focused by AI, and they do, they get melted faster, they take more time to kill large enemies than other units, and that's it, they're good, but the price and 60 models make them a big eeeeeeh for me
That's their biggest downside for me. I play on normal battle difficulty and even then 60 models aren't enough and they die quite quickly.
Agreed, 80 models would do the trick and I think both Depth Guard variants should be recruited at tier 4.
@@aesthetic6573 3rd tier for a dual weapon and 4th for anti large would be good enough, they are siren's competitor.
@@sydorovich2532 and maybe a t5 variant that has both guns and melee
yeah, i recruit them only if i wanted to scale a wall
I would have put mortars into A. Through they deal less damage, their performance in sieges is outstanding. What is more, they will keep shooting even if enemy engages your frontline
Plus you can have 3-4 mortars by turn 8. Really helps to start your steamroll early.
they are a supremely powerful early game stack too. 8 of them in an army, filled up with cheap cannon fodder melts down everything. And their accuracy actually becomes pretty good once the get a few levels
Yeah, plus the carronade sucks at sieges due to firing trajectory.
Damn this tier lists are so enjoyable to watch
Handgunners are definitely S-tier actually. They have the same guns as empire handgunners and Dwarven Thunderers, but they have 120 models per unit instead of 90-80 units for the competition. They also have the More Powder ability that grants them +30% damage for the first 4-5 shots. This means that they do 195% the damage per salvo that a Thunderer squad does. They do reload like 10% slower though. And have a little bit worse accuracy. But the handgunners also only cost 86g after upgrades compared to 150-175 for the competition. And the can be raised anywhere as they will always exist in the raise dead pool even if there have been no battles there.
Only main drawback is the large size of the unit combined with the slow speed making it slow at turning around and looking over hills.
Seconded. I'm surprised Legend put them at B tier. They're so so good during early game when their massed volleys decimate just about anything else and it's so fucking satisfying to watch. You can go far with Handgunner/Mortar combo spam, atleast early game.
IMO deck gunners should be at B tier instead since they don't pack as big of a punch as handgunners, they're just really squishy snipers.
ok, I have really different experiences. whenever I use handgunners, most often in the middle of the first battle I just wished I used another mortar or carronade instead. they deal very little damage agains most targets, and protecting them is not worth the trouble.
@@Dr.AvenVon We are talking about the units called "Handgunners" that use muskets, not the unit that actually use handguns. Those are terrible.
100% ive literally had them in late game and crushed enemies they are deffo better than what Legend said
@@chuckwood3426 so am I
Personally I'd swap the mortar and Caronade around. For sieges I much prefer using the motars to soften up everyone inside while The Necros can kill the towers. Caronades do kill towers better but after that they are useless in a siege. And since you're going to be raiding a lot of settlements with VC I prefer the mortar for that purpose.
I'd agree, Caronade is useless in sieges and in open battle you'll be lucky to get 4-5 shots away before the enemy is in melee range. Mortars will always do more for you.
Also, caronades are good for single target, which is what you have handgunners, deckgunners, and Necrofex for.
Clearing chaff and winning the infantry/skirmish fight is more impactful than just some chip damage on their monsters.
So much truth in this thread. Sometimes I never recruit cannons at all. Sure the mortar is less accurate but the thing with mortars is that even if you miss you do a ton of damage as along as you aim it properly.
Absolutely, Mortars >>>> Carronades.
agreed! in general the caronade has pretty annoying firing angles.
I'm surprised on your analysis of Prometheans. I always found them to be very good at holding the line without blocking LoS for my missile units
Totally aggree
Yes, especially the gunnery mob. What most players do not understand is how accuracy works. There is a specific range within the declared max range of the the unit card that marks the point of losing accuracy over-proportionally. For most units this range is about 60-80% of their max range, which means positioning your ranged units closer than max range increases their damage drastically, especially when the enemy lines are thinned out and accuracy becomes more important.
I don't know the exact stats for the promethean gunnery mob, but I know that the vampire coast are overall very inaccurate which correlates in having a lower effective firing range, meaning the ceiling of the point that marks the accuracy diminution is low. For the gunnery mob it is even lower than with most other mobs of the roster, which makes it seem as if their range attack is useless when looking at it from medium range. But in reality they retain their ranged attack in melee, where it is the strongest and it becomes quite strong. The difference between normal and gunner prometheans is so big, that a normal unit gets its ass kicked by elite units like royal hippogryph knights that cost twice as much, while the gunnery version rips the hippogryphs apart even though they are nearly just half the price.
So, I quess most people do not pay attention to that ranged mechanic, and in the heat of battle they do not realize that they lose their prometheans actually to friendly fire, which is a very real problem for vampire coast, as they do not just have many AP missles, but also low accuracy. The promethium are high in numbers for their size and absolutely eat half of the shots, when the angle is not perfect. So their biggest drawback in comparison to heros and even large single entities is that they do cover up even more space than those. So they are highly micro intensive, but not bad by all means.
if you're interested in a few other comps, I've messed around with a ton, and these are my two favourites.
Firstly air superiority stack. Use leviathans as tanks, to make blobs around. Then terrorgheists to smash the enemy ranged, along with a few deckdropper bombers, while a few deckdropper handguns snipe the enemy lord. Spellcasters with stalk nuke the blobs around the leviathans with vangheists revenge/wind of death/krakens pull. Once the ranged is done with, the terrorgheists can breath attack lords/heroes, while the bombers help destroy the blobs.
The other one that's fun is a rotting promethean gunnery mob stack. They can fire while moving, so you just stay mobile. Whenever one of your units gets caught you charge in with the other prometheans while unleashing your magic on the area, but otherwise you just keep on the move and take out the fast units first, then the ranged.
Otherwise there's the classic early game stack of 10 handguns, 4 mortars, 2 carronades, 1 mornghul haunter, 1 gunnery wight and a spell caster. The mortars clear the chaff from ranged, while the carronades take out the cav, then large monsters. The handgunners shoot at anything in range, but particularly prioritise lords/heroes. The gunnery wight buffs the artillery and snipes the lord, while the mornghul hunter either stalks and takes out enemy artillery, or tanks. The spellcaster lord/hero use summons to distract the enemy when they get close, then nuke the area around them with wind of death/vangheists revenge.
Depth guard are one of the coolest units but holy heck whey do they cost as much a black orks while having less entities and less hp per entity??? Seriously they're the only one infantry unit with the same entity number as cavalry.
They were ungodly when they were introduced in a few showcase battles pre-release. They had much more HP and maybe better stats. The only thing that put a stop to them was a Mammoth but there's no infantry unit in the game that can stand up to one (except Grimgor's Immortulz for obvious reasons). After that CA, in their usual manner, nerfed it into oblivion and didn't bother to look their way since.
If you include their health regeneration, their health pool might be equal or greater idk.
@@darthgroundhog8717 perhaps, but they will loose in melee to any elite and sometimes to mid tier units. very underwhelming performance
@@zaizvp90 The polearms version is their best anti-large melee unit and perform quite well in that specific, very situational role. The great weapons version should be mixed with your other front line melee. Overall, both versions are best used defensively and as reserve/support/counter units. He got it right putting them in C-tier, but an argument can be made for the polearms version to be put in B-tier.
Because they are good at multiplayer, one changes and they become broken. Like many said, Vcoast gets nerfed so hard because they dominates multiplayer in early days of WH2
One thing I think worth glossing over is that on top of having necrofex, the vamp coast can do a combined arms support line just as effectively as the dwarves and skaven, with vampire captains summoning trash or depth guard being, not as obstinate but still pretty damn hardy like Ironbreakers, with long range handguns/deck gunners behind and a carronade line to top off with, it works, just like with Skaven and dwarves. But also Necrofex just does all of those roles at the same time by itself and is super accessible so why bother?
I have a kind of love-hate relationship with the Deckgunners. They are super good at killing dangerous targets quickly, and are the best on the roster at dealing with flying monsters, especially those cursed rainbow roosters. But my God, how thin they are! One volley of any archers - and they already crumble, two volleys - and they are gone. And the AI is VERY keen to kill them. They are so good, but at the same time, not good enough to build an entire army around their protection.
I was surprised that the depth guard wasn't trash.
They are not only REALLY expensive, but they are also tier 4 and 5.
For their tier and cost they underperform something fierce since they almost loose or win but get beat up against considerably cheaper units of the same class.
You will get better value out of Greatswords since they are both lower tier and cheaper.
They are trash Tier D or Pooptrash, I made a comment about it, they are worse than Greatswords and possible worse than other similar elite tier 3 melee infantry. You get more holding value and price/performance value with just Zombies with polearms.
Nah, Greatswords are 1000x times worse, true Depth Guard is higher tier and expensive but at least they have decent stats and are capable to somewhat hold the line and have killing power, Greatswords are literally useless and will kill some skeletons at best
@@ikitclaw4852 Nope price/performance/tier other Tier 3 not just greatswords but other tier3 elite infantry perform better than Depth Guard, they have no real holding power even with The Hunger, this has been tested not just by myself but by other youtubers both in single player and multiplayer, you are better off getting Zombie polearms for the holding power and way cheaper armies.
Its in relation to the faction, vampire coast really really needs a good melee unit to hold the line. And most of the alternatives are that bad
@@theyux1 I made another solo comment about this, when it comes to price/performance you can use Zombie Polearms or Zombie Pistols, you don't need more than that and summons to hold the line.
On another point Depth Guard are also disliked in the multiplayer community for also not being cost effective and not doing their job efficiently-
In your future tier lists of a faction, please include heroes and their mounted variants. And Ogres too. Their usefulness only matters within each individual roster, and so these videos are the best place to discuss them. A mounted hero can turn a meh mount into something epic, or not much of a difference at all, so it does matter. The lores of magic of a hero are also important mainly within a faction's list, because some units will benefit more from buffs/debuffs, or be able to position and hold enemies better for damage spells.
Glad to see this. One of my favorite factions. Personally a big fan of handgunners, deck gunners, and mortars in the early and midgame. But I gotta admit, once you get necrofexes, they're hard to beat for their versatility.
I remember the launch state of handgun deck droppers... They used to melt a stegadon in 10 seconds flat before they were hit with the nerf bat
Now look at them now they are worse then pre buff hawk riders and that’s saying something because they are fucking useless
Just started a VC campaign, what great timing
I completely agreed with your rankings of Mortars (A) and Great Cannons (B) in the Empire army, so it's interesting to see you basically reverse those rankings here with the Vampire Coast. I'm especially surprised by the Mortars, given they have nearly identical stats and are even available an entire tier earlier for Vampire Coast!
I could maybe see the idea that you value anti-large artillery more for some reason, but between Deck Gunners and Gunnery Mob with handguns, you arguably handle large entities even better than the Empire does. And if you're at the point where you're just using Necrofex-based armies instead, you probably aren't using Mortars or Carronades at all, right?
Depth guard should be like Aspiring Champions, low unit size but high stats. They're vampires, ffs. They're not supposed to be that numerous.
They're 60 man units, that's pretty tiny for infantry.
@@FuelDropforthewin The largest group of vampires you'd ever see in one place in the lore would be blood knights, and there would be maybe 20 of them. And they'd annihilate an army. Vampires in WH are very few in number and insanely strong/fast.
These vids have been really brightening by day in a rough couple weeks! Thanks for the consistent and quality content.
Very interesting and insightful tier list, just in time for my first Vampire Coast campaign. What people should keep in mind: Units being considered "trash" does not mean that you should never recruit them. You will need zombies - and sometimes hulks or prometians - in the early and mid game to hold the line because you can't win against most rush armies (especially lizardmen) with just zombie handgunners.
Please keep these tier lists coming. Very helpful to new players who want to try new factions but aren't sure which units to recruit
>Deckhand mob have no holding power
U wot m8? With 160 models, 10k HP, and never routing they're a godsend for a missile focused race
Aaaaaaand ur playing on normal 4Head
@@jonstalin5992 artificial meme difficulty doesnt increase the amount of damage they take so your point is completely moot. They're just as good at holding back a frontline for your guns to dish out the actual damage on VH as they are on easy
@@kvltofsobek90 HAHAHAHHAHAHAHAHhHH ey lad Google real quick what higher BATTLE difficulties give to the ai army, and come back make that statement again I dare ya
on higher battle difficulty, AI has more melee attack, so deckhand eat damage faster, and your troops have less leadership, so they crumble earlier.
@@MalacayHooves They also have 160 units and cost 300 gold to raise from anywhere. If you have a free slot in your ranged army then there is very little blocking they need to do to justify the low cost.
Hey Legend, it is very refreshing to have analytic for the game, not just funny as hell streams. I was attracted to your channel when I look for just that - thoughts and calculations.
Also, please have a good rest - I suspected you overstraining yourself with all of this. I live in your time zone and always watched your great streams the morning after. Yeah, prime time for most of your watchers isn't in our normal time, but health is better. Please take care of yourself. Cheers from Vladivostok! 😎
Depth guard propably would need more models to be at least viable in some way. Regenration is fine, but if you have such little models, every dead is really hurting the unit alot.
It's actually kinda the opposite
Lower model counts means more hp per which means more time for the models to regenerate
Units with high model counts lose models very fast which means they lose max hp really fast
@@lucasbeck1391 that's actually false, the game is coded with HP per entity so higher tier higher number units will always have more health. What the first comment said was "keep the same health per model and increase the count to 80 or 90 to match other very high tier infantry"
@@tetsudo6934 yeah but increasing the model count wont really help the regeneration
@@lucasbeck1391 it won't hinder it neither :/ and having a unit that is dependant on the fact that there is a wizard to heal them is, for a unit of that tier, an indication of under-performance
@@lucasbeck1391 You are correct, what I meant is more models with the same HP as they have now. Since it still feels like they die so quickly for an elite unit. Or what should count as an elite unit. If they'd be like tier 3 that would be okayish I think, but considering they are tier 4 and 5? The unit loses models WAY to fast to actually use them in a meaningful way.
Thats beside the fact that the VC are a ranged faction, so they'd need blockers more than damage dealers.
Anti large variant to defend against cav and monsters is fine, but anti infantery? Not really something you'd need.
Dwarfs while also having some dmg dealing infantery mainly have blockers, and their best melee unit is propably the best blocker the game has to offer overall, their stats just make em perfect for that job. They perform their role so much better than the Depth guard in comparison it's not even funny tbh - I mean they block cav better than the depth guard while not having any anti large
Bloated corpses are S tier units, when the enemy recruits them, because you can cause so much damage with heroes and lords, because they basically are not affected at all, but the bloatie bois explode and kill half of the enemy armie
I disagree with the Mournghuls...I tried to make them work in my campaigns early on...they just die so fast. The hero version is really good but capacity low. But the monstrous infantry is just not worth the slot in the army imho. Better than other units. But definitely not "A Tier" like Deck Gunners or Terrorgheists.
I think they're great, but only if you commit to them. One or two Mournghuls trying to do sneaky stuff will just get owned when they reveal themselves. But then you come in with like 8 of them including Haunters and they can outmuscle whatever gets used in response while munching on key targets. Nice in sieges too, since they can bash down a door on the other side of the map and wander in without the AI noticing at all.
I actually like the rotting Prometheans since what I resolved to in my campaign was arty heavy and whatever holds the line. Most things are destined to die imo in their roster.
These videos are the best way to start my mornings at work, cheers legend
You forgot Aranessas special units.
Probably trash too tbh
Her melee variant is decent I guess, maybe C tier at the start of the campaign, better than zombies for sure. But their biggest problem is how fast they get outdated on the roster. The ranged pistol unit is trash. Better options and just not worth getting.
@@flipneleanor7370 The melee unit got rekt by imperial swordsmen without her special buffs.
@@steffent.6477 were you playing on very hard battle difficultly? I play that now, but last time I played Saltspine or w/e her name is, I played on normal/normal and recall that unit doing just fine at the start of the campaign, but I replaced them very quickly.
Anyone else feel like Vampire Coast needs a solid buff? Because of being nerfed every patch since launch because of multiplayer, up until recently, they are so mediocre in campaign. The biggest let down is the fact that aside from the handgunners, all their zombie based units are dreadfully bad.
true. I bought them because of the whole aesthetic, but playing them, even on normal, is just a pain and simply not fun. I have more fun with the chaos warriors or norsca than with them
@C U Next Tuesday I managed to win them in a giveaway and thank god that I didn't spend money on them
Absolute trash faction apart from necros
Boring to play
90% of the roster is useless and shit even on normal difficulty
Vamp counts are so much more enjoyable compared to coast
They are still one of the strongest multiplayer races and can get dirty OP in singleplayer.
@@96FENIR96 they are only playable in multiplayer, in singleplayer, they area aweful if you don't want to necro stack all armies
Bloated corpses have one other benefit in campaign. The banner that gives stalk. Theres essentially no counterplay, just a chunk of the enemy gone. It uses an army slot and requires replacement at the end of each turn, but god its fun, and can sometimes be genuinely very effective
Wish it was the Vampire COUNTS but this is gonna be fun as well
Vargeists Vargulfs tier A, Wind of Death - Doomstack, the rest is a trash. Here you go
Mortars are so much fun against the AI in sieges. The AI puts infantry on or near the walls all clumped up and you can just rain shots on them until their army is fully wrecked.
Mfw I make the mistake of attacking Sartosa
So bullshit that they can place shots right before the walls
So did some test in immortal empires currently just counts vs coast. Currently the only unit on count that beats colossus 1v1 with no spell or etc is a terrorgheist. However, depth guard can beat EVERYTHING on the count roster including the terrorgheist 😳 when doing coast vs coast, only a leviathan can beat a depth guard so doom stack those 2 if money ain't a concern.
I've also did depth polearm vs regular and still the regular outshines. By the way, the only thing I can think of is charge from cav or flying the units. I simply have them clash and left them, if they bombard them to lower leadership then I think the outcome would've differ but in terms of straight up brawl those are my results.
11:10 Deck Droppers are actually another unit where the absolutely horrible very hard battle difficulty cheats destroy the balancing completely. On Normal and in MP you can get a lot of value out of them.
19:45 There's another aspect to Mortars: They are not affected by terrain because they shoot in an arc. Carronades shoot in a strait line and are therefore obstructed often. Also, Mortars are way better at killing infantry while carronades are way better at killing single entities and enemy artillery. Comparing these two is a bit strange considering the fact that they have completely different roles on the battlefield.
Why is that? Very hard battle difficulty doesn’t affect missile damage right?
It is also strange that he gave the opposite ranking for artillery in the Empire roster. (mortars A rank, cannons B rank.) This despite the fact that VC artillery are almost identical. (Difference is that empire have better accuracy and cost more. They are also tier 3&4 compared to 2&3 so it takes empire longer to get cannons.)
@@plumbusc1379 No, but the leadership cheats are awfull for deck droppers - they are dumped down to 36 leadership which means they almost immediately start to crumble, and the +8 to enemy units means that the deck droppers cannot break them as they usually would.
And to make matters even worse depending on the campaign difficulty enemy units also get XP a lot faster which means that your newly recruited deck droppers will run into gold chevron units all the time.
In short - the whole currect Very Hard battle difficulty system is bloody awfull.
@@HH-hd7nd Agreed. They should make the AI smarter instead of giving them so many cheats but I guess that’s difficult. Hopefully with the data gathered in WH2 they can improve the AI in WH3.
SPOILERS bats doomstack CONFIRMED
I can't wait for wood elves tier list. Awesome video Legend, as always!
Poor Vampire Counts. Coast got a ranking before they did. Legend forgot about them when doing the WH1 launch factions like CA did when updating factions in WH2.
With this one Legend had to check unit stats a lot to remember how good units are. Maybe with Counts he doesn’t even remember the roster beyond skeletons and vampires so he needs to do some research on the rest.
@@Geshmaal That sounds eerily accurate.
Watching these videos are so great. I am new to WH2 and These videos really help with understanding with what is "good" and "bad"
Have been waiting for this! Thanks for the great work as always!
god i wish bess was treated like the casket of souls, one per rite
she's my favorite artillery unit in the whole game
I consider myself an expert with VC. They were the first faction with which I completed a Legendary campaign. I agree with everything except the ZPGM bombers and Rotting Leviathan. They should both be in B tier. ZPGM bombers are the best low-tier meat shield, but yeah, the auto-resolve trap is a thing with them. The Leviathans are OK but require a lot of babysitting and can die in a instant if you take your eyes off them for a few seconds. Also, I was surprised with your placement of Scurvy Dogs because of your justified bias against cavalry, but I agree 100%.
Fun thing about when you start as a high elf faction, if you piss off Noctilus early in the game he'll send massive armies that are 90% Bomber mobs around early and midgame, which you can wipe out with an army of basic high elf archers no problem. Very easy fights, though depending on which High Elf faction you're playing you might want your resources elsewhere (Like having more armies in the Badlands with Yvresse)
I've had lots of success with deckdropper handguns. I think they can be pretty good en masse at safely sniping units. They've won battles for me.
I honestly think that the handgunners are more comparable to ratling guns than the deck gunners, to the point that I think it should be obvious. Deck Gunners are mini cannons, while handgun mobs are volume fire, just with more bodies instead of more barrels. Lacking the per unit power but pretty similar in role I find.
If I was rating this on normal difficulty, I'd probably give depth guards a C tier. Above that they are garbage. They just can't hold versus anything worth holding against. 60 leadership means they'll start disintegrating real fast, 60 models means they get badly outnumbered versus anything, and mediocre MD means they'll take damage in most fights versus practically anything above zombies. No resistance versus arrows, nowhere near the speed or the raw mass of bodies required to really counter cavalry, and obviously the usual infantry weakness to magic and artillery. They don't even have regen, they just have the hunger, meaning they'll slowly regen health while rapidly getting murdered in melee.
They are a chaff blender that loses versus anything else despite having elite tier upkeep.
When I played the Vampirates on Hard bd, I recruited them alongside Syreens. They soak up all the ammo the enemy throws at them, they die quicker than the Syreens, but they never really started disintegrating except in losing battles, and held their own respectably against mid-tier infantry. I agree with what you said, but not to the extremes you mentioned.
Also, rotten prometheans goes from poop/C to A/S tiers in normal
Depth guards is meant to cut through chaff infantry, and they'll do that very well.
Depth guards with halberd will ABSOLUTELY MURDER anything that has large entity size.
I had two units of them just murder Eltharion within 30s, and I'm not exaggerating.
And then there's DG polearms. I would rate them lower than zombie polearms
Hey Legend, thanks for another great vid. Hope you are enjoying your break from streaming, its giving me time to get through your backlog of campaigns I missed.
Mortars only B tier? They are the best vamp coast artillery IMO. You can rush them super quickly and easily win any battle for quite a long time. They trivialize sieges and can arc over units extremely well which eliminates all line of sight issues. I usually build 2 necrofex and 6 mortars in every army I have.
Legend is pumping these out like a madman
Loving all the uploads keep em coming Legend!
Awww. I love using the deck droppers in my armies.
I obliterate enemy flanks with them, and harass in sieges. They require quite a bit of micro, and it requires you taking out enemy air. Though the latter is easy with some vampirate powder.
They are also great at taking out most arty once you take out/occupy enemy flyers.
You can fire then swoop and repeat. Though they are quite squishy.
16:45 I've never seen Legend express this much emotion. I wasn't prepared. But I love it.
Going to buy the vampire coast DLC rn because of this. Thanks for the content!!! CA should thank you too for bringing the money in
These videos are why I finally subscribed, great work
Zombie pirate gunnery mob (bombers) really deserve a better place in the list. They are so useful at sieges by clearing the walls from enemy infantry if you can attach archers with lord or heroes.
Also they make awesome duo with Rottimg prometheans and low entity monsters just keep bombers at the second line to do their thing.
two tier lists in a row! now legend is spoiling us!
Cant wait to see how the vampire counts tier list would be 😂. Love it, keep up the great work 👍
Honestly, while i started collosies with the dread fleet, the drowned and their etheral units just feel so good to me now.
The bombers are kind of hitting a similar point to a more-disruptive chameleon skink stalker as a low range, low-ammunition, ranged-attack unit except without all the good sides of the skinks as solo units. HOWEVER. Tuck them near another crappy thing you don't care about... a bit more effective.
This is a faction that I really recomend playing with a unit cap mod. I did with Harkon and it was very fun. Otherwise all your armies and battles will look the same.
Legend you should do hero’s tier list since you really spoke your mind about certain hero’s throughout SYDB and SYDC
Just noticed I was watching the video at the same time you made the video, then remembered I'm in Canada, while you're in an inexistant country halfway across the world
Coast before Counts?! Shocked.
Loving these videos
Awesome video, I hope we will get more for Vampire Coast in WH3. Such a cool theme for a faction. Even after all this time I'm still hoping for the Kraken maybe as a giant undead octopus.
1. Crabs with gunners 2. bombers 3. Muskets/deckhands 4. artillery + Lords and heroes . my go to Vampire Coast army
Crabs with gunners are underrated because they are one of very few units that can continue to fire their guns while in melee combat.
@@chuckwood3426 most range units can actually do that, just need to not give them an order and the ones in the back will still fire
"HEELLOOOO!
"Ongo Gunblowgian - The Slann Gold collector. Revolted, I'm sure.
"I'm gonna invite you to a raid, but first... Allow me to destroy your galleon.
[Zombie Pirate] "Bullshit.
[Animated hulks] "Bullshit!
[Deck Gunners] "Derivative."
[Bloated corpse] *Gasp* "Now that! I love!"
Always surprised that rotting promethians do poorly for Legend, until I remember they aren't very cheesy. I love their charge defense high mass and armor keeping my gun lines safe from cav. They are also surprisingly easy to shoot past.
I don't play dialed up to gorgonzola though, I keep my armies somewhere around an emmental, getting funky but still accessible. Probably explains the different results.
Sad to remember that Deck Droppers used to be the most op unit in multiplayer.
I would have put mortars into A and carronades into C tier. Carronades don't really serve a purpose in VC armies since you have so much AP damage at fairly long range as is. Mortars though are excellent in sieges since the gun units cant target stuff on the walls easily and just waste ammo and can't shoot over the walls at all.
Also the handgun gunnery mobs can get to 180ish range and are one of my favorite units and I close to doomstack with them. A tier easily. You can resurrect at least one in most zones and can get their damage into crazy high, being AP too and while they are squishy, they do have 120 models in a stack, so can serve as emergency tar pits for large units and last quite a while before being wiped out. Unlike archers and other such units, they do not rout so can hold the enemy until the last man.
You are spoiling us and we love you for it
Great video, keep it up. Gonna start a Noctilus campaign after this! xD
I could just feel you saving the best for last in my bones on this one.
The bloated corpse was probably the biggest plot twist
Thanks for the video always enjoy the tier lists
Great stuff as always Legend!
In the multiplayer community it's a well-known fact that Animated Hulks are objectively one of the worst units in the game, certainly the worst monstrous infantry. A skilled player bringing them is memeing hard.
Just an idea...maybe a tier list ranking heros of each faction.
"More tier list for the algorithm gods"
Hey Legend loving these videos. If you have the time I would love to see you make a video about how to get the strongest garrison possible for each race based on the level of the settlement. I always struggle with trying to make my settlements valuable but also highly defensive.
What do you mean. You just build walls.
Build walls, there's nothing else to do
so this just empire with giant and crab
I played Vampire Coast for my Legendary campaign ("Battle Realism" stresses me out, so I've only done one). The balanced armies I built were fairly weak, but the campaign still went smoothly because the AI kept attacking the gate garrisons, which at the time contained bloated corpses. Meanwhile Cylostra+Queen Bess+Gunnery Wight pretty much handled sieges with little help from the rest of the army. I eventually had the sense to recruit a few Necrofex, but Bloated corpse and Queen Bess were the true MVP's of that campaign.
Hey legend i know these videos are old and you play the battles and are on warhammer 3. But as a warhammer 2 player is there any chance you could do this series again but also considering auto resolve? Or do you know somebody who does?
Comment for building growth, I love those vids. I can actually learn what to recruit.
Personally, the deckhand and deck dropper bombers should rise a tier; I would recruit them over units in the same tier and lower becasue they can clear out infantry formations, light and some heavy cavalry if given time and ammunition given those are engaged in melee.
"They're like that guy who works in the basement."
...
Bring out the Gimp...
Thanks for doing this. I had a feeling you were going to dump on their roster a lot, but was still hopeful there was a unit that I was misusing or something. I really with CA would update the VC roster, nerf some stats, and add a Vamp Coast LL for us to sail the seas over near the Dragon Isles.
I look forward to Vampire Counts tier ranking
I love you for this video, I was hoping for it! 🍻🤩
Mostly agree. Handgunner are A tier and the star of your early game (and are very decent in late game). The result of your early game battle will be decided by how well you manage to use these unit and sometimes the bloated corpse.
Depth guard are an offensive infantry in a roster which specialized in artillery and range => they are a trap, and a trash tier unit in VH difficulty IMO. I would rather have the crabs in poop tier than these units to hold the line.
Deckhand Mob with Handguns make an excellent early-game doomstack, as long as the enemy has less artillery. They are better than all melee options and work wonders as tar-pits due to their model count. Only unit I would rate higher in this list.