
I gathered that the SL feature was being reviewed but haven't seen any firm commitment about specifics so my idea sprang from that context. It simply occurs that after the early game it's often more cost-effective to replace your zombies with grave guard than to run additional mixed armies due to Supply Lines.
I agree zombies aren't bad at all, you simply have to play to their strengths. It's to be seen what they'll replace it with. VCounts are not in any way a weak faction that needs such ridiculously overblown buffs.Īccording to CA devs, supply lines will be removed in the future. And they even have a chance to come back after you win a battle and you can immediately replace them with Raise Dead.įrankly, neither zombies nor skeletons should be free. Their loose formation makes them also excellent charge breakers (although that's because CA effed up). Since they don't run away and are immune to psychology, they're one of the best tarpits there is. This could also be applied to Skaven and Skaven slaves. Or alternatively for every X number of zombie units across your armies. You could then replace the zombie tech by -1 to Supply Lines for every army containing only zombie units.
GRAVE GUARD VS SKELETON WARRIORS FREE
Zombies should have no upkeep baseline and skeletons should have free upkeep as a research.
2K A Total War Saga: Thrones of Britannia. 846 A Total War Saga: Fall of the Samurai. Dwarfs have excellent ranged units and their lack of shield and higher cost make them less appealing than regular Grave Guards when fighting them despite of the value of the AP damage. They can make sense to use en masse when fighting the Warriors of Chaos who have almost no ranged units and are almost all heavily armored. They aren't cheap though and this tactic runs counter to the VC doctrine of fielding a tarpit front line and doing the killing with monsters and cavalry. Still they are the most practical option for fielding an infantry line that is capable of dealing damage to heavily armored infantry on its own.
The great weapon version of Grave Guards sacrifices the missile protection of a shield and some melee defense for more AP damage at notably higher cost.
▲ Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets. ▲ Armour-Piercing: The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area. ▲ Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. They form a formidable corps of warriors, their enchanted blades cutting down the toughest of enemies with strike after pitiless strike. When a Vampire marches forth, his Grave Guard advance at the head of the Undead host. These eerie, silent sentinels stand constant vigil on the crumbling battlements and at the iron-bound gates, never resting, eternally ready to defend their Vampire masters. They wear ancient battle gear of primitive alloy, corroded by time and dusty with the years. Although their bodies have decayed, leaving only bones and tattered flesh, Grave Guard are held together by evil magic so strong that it has endured for centuries. These dread sentries are the Grave Guard - Wights drawn from their ancient tombs to act as guardians for the Vampire rulers of Sylvania. Upon the walls of Drakenhof Castle, and the other Vampire-haunted keeps of Sylvania, patrol tireless warriors clad in rust-gnawed armour.
Stalwart defenders of the crypts, Grave Guards possess a fighting skill beyond that of the usual wights. Grave Guard (Great Weapons) is a Vampire Counts melee infantry unit in Total War: Warhammer. Undead: The unit is Undead (does not rout, immune to terror, becomes unstable when is low).Hide (forest): This unit can hide in forests until enemy units get too close.Can Cause Fear: This unit frightens all enemy units, reducing their leadership when nearby.