thanks for the demo's i've just started a campaign mission with a friend and the first enemy i've been facing is the greenskins and as the more venterain player i wanted to show him i knew the game but damn i just can't match them those orcs numbers with deck hands and hand gunners. i see now that i should be focusing on flanking with wolves or bats to give me that fear boost in the early game. thanks for that, campaign wise we both only have access to lower teir cheap units.
That would be an interesting movie premises. Captain Jack Sparrow, The Legendary Pirate who outsmarted Naval Admirals, Defeated undead pirates and that one Admiral who came back trough pure hate for him and did legendary Heists. Possibly the greatest pirate ever lived. Meets Harkkon. A completely insane, bipolar, lizard trinket-loving vampire pirate. That would be a very interesting crossover movie.
I have no idea how GOD DAMNED LUTHOR HARKON you know, the one solely responsible for the vampire coasts existence, who commands everyone else in the vampire coast is only the second lord
I got all the DLC for this game right after buying it and having done ZERO research in how to play the different factions I picked these guys and got my ass KICKED because I had no idea how to use them. Ahhhh memories.
don't forget the gunnery wright also has an ability that restores ammo on a single for about 3 times which give you more bullets to the enemy into swiss cheese
12:40 So ghost zombies with ghost cannons that shoot ghost bullets together with their ghost plunder (or are those their ghost loaders with the ghost reserve ammunition)?
I'm surprised by how few mortars I'm seeing. Against numerically superior foes, I've found bringing lots of mortars (around 4, or 3 with Queen Bess) is fantastic, especially if I'm using a mob of Deckhands or two to act as bait, and create juicy blobs to target!
Normally I’m more of an cannon guy when it comes to arty. However the VC already has some incredible line of sight, AP missile units so in their case I usually bring mortars.
Aranessa: You forgot to mention that she is not a undead, so undead healing does not work on her and she is prone to flee. That seriously affects her staying power. Noctilus: The necrofex can be a poor choice, if the enemy brought ranged anti-large. This thing is a giant cannon target. And anti-large is soemthing you want to bring against the various VC monsters anyway. Ranged Units: I would not understimate "more powder". That means the first volleys are way more powerfull then the base stats would indicate. For the Pistol mob, that means even a bit of kiting can allow a lot of the "more powder" damage potential. Even the ability of the Gun Wright to add Ammunition is relevant for this. Something I first saw with another youtuber and the vampire coast, was the "missile flank". Where you move a missile unit into the back of a enemy fighting your frontline, to blast them from the angle where friendly fire is minimised.
necrofex mount is rarely a bad choice, the bonus greatly compensate the malus in 95% of the scenarios. This is even more true on vortex or mortal empires campaign.
I tried your "stack infantry ontop" strategy in custom. It actually works out the same if you have first one unit attack, then the other. Stacking them gives no benefit except slowing down your high damage unit. You get better results sending in Depth Guard units on their own with Zombies in reserve. The enemy unit will die faster that way. Go ahead and try it out yourself against some high level infantry in customs.
im new to wh2 and i struggle hardcore with winning battles on legendary. i can move around the map pretty good but battles are way harder than any other tw. i think its because of the insane variety of units so u rly have to look at each unit and kinda know which units of urs are good against theirs. the battle demonstration at the end rly helped me there
I found the Sireens actually have a tremendous staying power : ethereal AND MA debuff AND terror AND good speed makes them a decent frontline holders (unless the enemy brings magic). An advantage you mentioned in your previous video is how the ranged units do not rout. That mean if you can rescue them, they'll go right back to shooting, regarless of how much of a beating they took. It makes them incredibly usefull against large monsters who just run through your frontline straight at your missiles... Pull them out, give the monster something to toy with and blast it before the enemy can remind it what it was supposed to do !..
I agree that against low and mid tier state troops sireens are strong but EVERYONE brings magic and they have such low hp that a couple offensive spells or any magically imbued troops will lay them out flat in no time. They are too niche in my opinion.
Using zombie pirate gunnery mob (handguns) with guard mode makes them able to fire their guns in close quarters combat at times, it actually can make them able to win fights on their own vs some units.
Thank you for this video! Very informative and great humour too! It is very obvious the amount of love and work put on this so great job! I've been struggling how to play with this faction, always get my ass kicked by the lizardmen, thank you for this advice. I will probably suck less now :D
I noticed you forgot to mention that Deck Gunners have shield breaker. They're actually really good at grinding down elite shielded infantry like Iron Breakers, something the rest of your ranged tools might struggle with.
Vampire coast isnt meant to be played like others. They dont shoot in a big curve like bows do so you want to set your melee left and right and leave a big gap in the middle for a free range of fire. Then you use the strangle method when they come close to your gunners by catching enemies with your left and right melee. This makes the enemy fight vertically, which opens up the nice opportunity to shoot them into the side, so even shield unit will now die quick. To make sure your tactic works vs fast units too you should always place your commander and a hero in front of your gunners (any single unit will do the trick except leviathan, too big)
Vampire coasts ironically has been helping me learn ranged combat because I’ve mostly played vampire counts. Had to mod out loyalty cause there’s enough I’m having trouble with lol.
Which lord do you guys usually use for the vampire coast in multiplayer? I usually go for Count Noctilus due to his magic, armor, anti-large and extra summons. His mount is useful too.
Yep. Demonstration is better. Little question if skaven and lizzardmen recive regiments of renowm... can you update their factions guides? Nice work by the way, its my favorite TWWarhammer channel
Alternatively stack 6 mortars, research everything mortar (you get some sick research traits for arty), gunny wight/Lord with arty traits.. the absolute devastation you can cause pretty much melts an army before it even gets to you especially when you pop the gunnery Wight reload/accuracy buff
Depth Guard units have the hunger abillity when in melee. The Grabs in my opinion are more fitting as the closest thing to Cavalry that the Vampire Coast factions have. I Still think the Mournghouls look very wierd in a bad way.
6:59: What does speed have to do with aquatic? The main use of that in my opinion is the fact that units get a penalty for fighting in water, water is LOWER and so you can shoot through over it, and to make your enemy slog through the bog to get their WAAAGH!
they are searching for the blaaaaaack pearl.... and the death man chest....... and the worlds edge........... aaaaaand the fountain of youth?..... and the trident? or was it the compass?
Im having an unusual problem where i tell my gunners to shoot at something and instead of open firing zombie gunners just run into them, they are set to range so there is no reason for this to happen and its killing my zombie play through. I just auto it because any attempt to manually plan entails me fighting to get the gunners (*the backbone of my army) to stop walking into the lines and shoot. any idea whats causing this or how to correct this issue?
Your gunners are not on defensive mode. This means if something is out of range or out of line of sight, the unit will move to get into position. If it is in guard mode, it wont do this.
Which do you prefer? Vote 'like' Below
Builds
Demonstration
What if I prefer both? you're tearing me apart L̶i̶s̶a̶ Zerk!
Do it this way dav and turin can give builds for online, this is good for campaign players
thanks for the demo's i've just started a campaign mission with a friend and the first enemy i've been facing is the greenskins and as the more venterain player i wanted to show him i knew the game but damn i just can't match them those orcs numbers with deck hands and hand gunners. i see now that i should be focusing on flanking with wolves or bats to give me that fear boost in the early game. thanks for that, campaign wise we both only have access to lower teir cheap units.
That Noctulus pimp walk in the beginning though.
I was gonna post the same thing :D Just look at that swaggy confidence.
When you play lothern and count noctilus comes for the third time in ulthuan harassing other high elves
@@ThyLordOfThePing So true
"Walking into Ulthuan like *Whaddup i got a big cock*"
Thats a vampire ill follow in the afterlife. Drowning in Swagu!
"...get spooky."
Sun Tzu, 505 BC
Finally, i can properly suck playing with them.
Is that a Zerkovich burn lol
Pirates of The Caribbean: Curse of the Vampire Coast. Has a nice ring to it
I mean, It's already based off the first film
Pirates of sartosa curse of the vampire coast has a bit of a ring to it.
That would be an interesting movie premises. Captain Jack Sparrow, The Legendary Pirate who outsmarted Naval Admirals, Defeated undead pirates and that one Admiral who came back trough pure hate for him and did legendary Heists. Possibly the greatest pirate ever lived. Meets Harkkon. A completely insane, bipolar, lizard trinket-loving vampire pirate. That would be a very interesting crossover movie.
I agree 💯👍
@@TheWildOne2000 I mean Barbarossa is basically Noctillus
Vampire Counts-No missiles great Cav Vampire Coast-No cav Great Missiles.
SharkWolf pretty much
Maybe a Vampire Count's Coast with missiles and cav
@@flaviomonteiro1414 while both of them being shit
Are they better than Vampire Cunts?
Can Vampire Coast Confederate Vampire Counts and vice versa?
Step 1: Necrofex colossus
Step 2: Fin
More like Chaff units killing the entire enemy army in seconds. Love Gunnery Mobs
I have no idea how GOD DAMNED LUTHOR HARKON you know, the one solely responsible for the vampire coasts existence, who commands everyone else in the vampire coast is only the second lord
Cuz Noctilus has more swag
Ultimate master super crab? That thing must be crabtacular.
I got all the DLC for this game right after buying it and having done ZERO research in how to play the different factions I picked these guys and got my ass KICKED because I had no idea how to use them. Ahhhh memories.
Lol, I just had this exact experience in Immortal Empires. Guess some things never change.
don't forget the gunnery wright also has an ability that restores ammo on a single for about 3 times which give you more bullets to the enemy into swiss cheese
12:40 So ghost zombies with ghost cannons that shoot ghost bullets together with their ghost plunder (or are those their ghost loaders with the ghost reserve ammunition)?
Ghost loaders with ghost reserve ammunition.
"Ghost"
With bullet made by ghostly material
I'm sensing a pattern but I can't put my finger on it.
spooky
points at scurvy dogs: "so i bring my rat ogres into the back of the artillery"
I'm surprised by how few mortars I'm seeing. Against numerically superior foes, I've found bringing lots of mortars (around 4, or 3 with Queen Bess) is fantastic, especially if I'm using a mob of Deckhands or two to act as bait, and create juicy blobs to target!
Normally I’m more of an cannon guy when it comes to arty. However the VC already has some incredible line of sight, AP missile units so in their case I usually bring mortars.
Loved the demonstration section mate ♥️ Much better than talking about random builds from random online players.
Keep up the good work!
Aranessa: You forgot to mention that she is not a undead, so undead healing does not work on her and she is prone to flee. That seriously affects her staying power.
Noctilus: The necrofex can be a poor choice, if the enemy brought ranged anti-large. This thing is a giant cannon target. And anti-large is soemthing you want to bring against the various VC monsters anyway.
Ranged Units: I would not understimate "more powder". That means the first volleys are way more powerfull then the base stats would indicate. For the Pistol mob, that means even a bit of kiting can allow a lot of the "more powder" damage potential. Even the ability of the Gun Wright to add Ammunition is relevant for this.
Something I first saw with another youtuber and the vampire coast, was the "missile flank". Where you move a missile unit into the back of a enemy fighting your frontline, to blast them from the angle where friendly fire is minimised.
necrofex mount is rarely a bad choice, the bonus greatly compensate the malus in 95% of the scenarios. This is even more true on vortex or mortal empires campaign.
I tried your "stack infantry ontop" strategy in custom. It actually works out the same if you have first one unit attack, then the other. Stacking them gives no benefit except slowing down your high damage unit. You get better results sending in Depth Guard units on their own with Zombies in reserve. The enemy unit will die faster that way. Go ahead and try it out yourself against some high level infantry in customs.
Its like excellent clockwork. A new faction hits and zerch makes a great guide.
Sennheiser is such a good audio brand. I have a pair for music production, and the quality is outstanding.
im new to wh2 and i struggle hardcore with winning battles on legendary. i can move around the map pretty good but battles are way harder than any other tw. i think its because of the insane variety of units so u rly have to look at each unit and kinda know which units of urs are good against theirs. the battle demonstration at the end rly helped me there
These guides are so helpful, thank you for putting so much work into creating them.
Scurvy Dogs also have a special ability which makes them look like Dire Wolves, or other faction equivalents. Handy for a bit of infiltration.
I found the Sireens actually have a tremendous staying power : ethereal AND MA debuff AND terror AND good speed makes them a decent frontline holders (unless the enemy brings magic).
An advantage you mentioned in your previous video is how the ranged units do not rout. That mean if you can rescue them, they'll go right back to shooting, regarless of how much of a beating they took. It makes them incredibly usefull against large monsters who just run through your frontline straight at your missiles...
Pull them out, give the monster something to toy with and blast it before the enemy can remind it what it was supposed to do !..
I agree that against low and mid tier state troops sireens are strong but EVERYONE brings magic and they have such low hp that a couple offensive spells or any magically imbued troops will lay them out flat in no time. They are too niche in my opinion.
Using zombie pirate gunnery mob (handguns) with guard mode makes them able to fire their guns in close quarters combat at times, it actually can make them able to win fights on their own vs some units.
wow I've just come across your channel and MAN has it been sooo helpful for me! Thanks for everything you do!
I love the corpse of peace, rushing out of the bushes to show your enemies the error of their ways.
The scurvy dog correction text was freaking hilarious. Idk why but it just cracked me up. Great guide!
"What they're good at, what they suck at" clearly they suck at the living :P :P
Alyssin Williams underated comments
Love this series - so valuable. Thanks Zerk
Thank you for this video! Very informative and great humour too! It is very obvious the amount of love and work put on this so great job! I've been struggling how to play with this faction, always get my ass kicked by the lizardmen, thank you for this advice. I will probably suck less now :D
those are some nice dire wolves
Scurvy dogs
"Get spooky" - sun tzu, probably.
Thats going right into my history report
Vampire Coast Legendary Campaign was so much fun
"They are even more SCHEISSE in melee..." - Zerkovich 2019
haha 10/10
So Witzig
Great video as usual. I think many would be lost without these videos!
I like the demonstration it pulls the whole video together.
This video really helped me out, thanks. I liked the battle examples.
*Readies lengthy cannon*
Yarghhhh...
Saw the notification and clicked as fast as I possibly could
I find their heavy use of gunpowder to be a big strength and weakness in terms of how they can use it compared to stuff like arrows and lobbers
I'm drooling over these designs.
Queen bess is pure love
I wish i can play this game, I watch these videos even if I dont own the game lol
Do you have a steam account?
Dean Douglas ll Yeah I do
@@treeheet Buy it when it's on sale. A great game
Hold Kjeft I wish I can. But I’m currently out of budget for it sadly
@@treeheet Be a pirate
My favorite faction by far!
COUNT NOCTILUS!
I noticed you forgot to mention that Deck Gunners have shield breaker. They're actually really good at grinding down elite shielded infantry like Iron Breakers, something the rest of your ranged tools might struggle with.
Crap. Just re-watched that part to make sure. You did mention that they have shield breaker. Oops.
Deck Gunners are lifesavers against knife-ears. They outrange literally everything except bolt-throwers.
Vampire coast isnt meant to be played like others. They dont shoot in a big curve like bows do so you want to set your melee left and right and leave a big gap in the middle for a free range of fire. Then you use the strangle method when they come close to your gunners by catching enemies with your left and right melee. This makes the enemy fight vertically, which opens up the nice opportunity to shoot them into the side, so even shield unit will now die quick. To make sure your tactic works vs fast units too you should always place your commander and a hero in front of your gunners (any single unit will do the trick except leviathan, too big)
Vampire coasts ironically has been helping me learn ranged combat because I’ve mostly played vampire counts. Had to mod out loyalty cause there’s enough I’m having trouble with lol.
need more of this kind of guide, well done!
Great faction, great campaign, fucking frustrating because of low-firing arc on missiles & so many single player maps are very bumpy.
So many crabs, i wonder if one of them knows the secret ingredient to Krabby Patties.
Which lord do you guys usually use for the vampire coast in multiplayer?
I usually go for Count Noctilus due to his magic, armor, anti-large and extra summons. His mount is useful too.
Yep.
Demonstration is better.
Little question if skaven and lizzardmen recive regiments of renowm... can you update their factions guides?
Nice work by the way, its my favorite TWWarhammer channel
Thanks man. I'll do a separate video for the new units.
@@Zerkovich 17/04 next week, i only will start to play with the new units after i see your new units video so i dont regreet during campaign
My every Vampire coast army composition: Lord,Vampire fleet captain(healing),gunnery wight, mournghul hunter, 4 mortars, 1 Terrorgheist, 1 Leviathan,2-4 rotting prometheans gunnery mobs and rest are Necrofexes :D
Sir. You made a very interesting and informative guide. Thanks for that.
Thanks for this guide dude ! Once again very helpful cheers !
26:19 that poor guy tripped over a corpse and got a good taste of the dirt
I've seen Cylostra get 3 shot by fireballs. Always watch out for those.
Pirates are essentially parasites of a sort, this faction just makes it more apparent.
Ah, spooky bullets. My favorite kind.
Thanks just what I was looking for.
Can't wait to use the spooky bullets
9:51 Random German word drifting through? Ok
not the first time, let me tell you
It's a fairly common thing for English people to use foreign swear words to avoid English ones.
To be fair, german swearing is superior to english swearing.
Scheisse means shit or crap :P
I say Scheisse alot and I know very few German words.
Alternatively stack 6 mortars, research everything mortar (you get some sick research traits for arty), gunny wight/Lord with arty traits.. the absolute devastation you can cause pretty much melts an army before it even gets to you especially when you pop the gunnery Wight reload/accuracy buff
vampire fleet captains with raise dead an absolute must for end game imo
Depth Guard units have the hunger abillity when in melee. The Grabs in my opinion are more fitting as the closest thing to Cavalry that the Vampire Coast factions have. I Still think the Mournghouls look very wierd in a bad way.
My tactic. First row muskets and hand bombers then when they retreat lots of big crabs and some faster infantry on the sides. usually 3 arties.
protection is always me weakest point in this game, especially with how much i love vampire coast.
Calvary is my biggest enemie
Same here, I only like cav when it's under my command
My whole melee is made of polearm deck hands, the rest are starting units and ranged units works well, even in sieges
12:55 Since they are "ghost pirates". They shouldn't run out of ammo or need to reload ghost bullets.
Come on, it's a regiment of renown.
6:59: What does speed have to do with aquatic? The main use of that in my opinion is the fact that units get a penalty for fighting in water, water is LOWER and so you can shoot through over it, and to make your enemy slog through the bog to get their WAAAGH!
Other units move slower in water, vampirates don't is what I think
they made what i think how pirates fight long range warfare
I'd like to see a series like this but focussed on the SFO mod. Loads of people seem to use it and some of the units are actually pretty different
question: what animals do the giant skulls on the back of the rotting promethean from? a whale? some massive walrus?
2 questions. Which unit can summon those ghost cavalry you showed around the 29:00 mark? And which unit has nets?
Cylostra Direfin can summon ghostly versions of Bretonnian cavalry.
Aranessa is the one with the net.
Very nice guide, thank you sir
What kind of rig do you have, man? Running this game this smooth on these settings must take a beast of a computer.
7700k 1080ti and 16gb be thy combo. Upgrading the CPU soon though.
I’d say it’s best described with here’s a crab, but this time it has zombies with guns in it
Looks pretty similar to my empire taktic. Lots of guns and some infantry to buy them time.
You are a treasure. Your videos are akin to the Black's Law dictionary book reference for lawyers
Demonstration is much better! Thanks for asking. Love your channel. :)
Vampirates 😂 I'm genuinely embarrassed that I've never thought of this pun
Man, those Direwolves are really useful.
Well they are SCURVY DOGS i have to say
I love your videos + you have the perfect voice for it!
I just have a full army of necrofex colossus, seems to work for me lol
another nice video, thanks Mr Z!
Been waiting for this
Currently my favorite faction.
Have you ever thoought of participating in some tournaments? like Turins "The Eternal Challenger"or Soteks "Tabletop". IMHO it would be very cool
long awaited video!
8.48 this unit looks sick!
Thanks for the great vid deffs like the demo more
What kind of army would you recommend when you start out with them on your first 5-10 turns of eye of the vortex/mortal empires
they are searching for the blaaaaaack pearl.... and the death man chest....... and the worlds edge........... aaaaaand the fountain of youth?..... and the trident? or was it the compass?
With thier new captain. Captain, Jack, PaRRow!!
Thank you!!!
14:25 Japan likes that
This faction really ought to be called Pirate Coast
Im having an unusual problem where i tell my gunners to shoot at something and instead of open firing zombie gunners just run into them, they are set to range so there is no reason for this to happen and its killing my zombie play through. I just auto it because any attempt to manually plan entails me fighting to get the gunners (*the backbone of my army) to stop walking into the lines and shoot. any idea whats causing this or how to correct this issue?
Your gunners are not on defensive mode. This means if something is out of range or out of line of sight, the unit will move to get into position. If it is in guard mode, it wont do this.
The vampire coast is awesome.
39:52 Look at that fireball dmg! Thats how to bring Cylostra down fast :o
Man's back 😍
yknow, depth guard need a deepscaster to casf the ma debuff, decreasing the offense of enemies means fhey can last longer and cut up people.