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![]() Kemmler should be healing your Wraiths and dogs as needed throughout the battle. Don’t forget to pop Krell into a group of infantry for some extra damage. the zombies are just to hold the peasants at bay while the Hexwraiths break the moral of isolated units and the dogs chase them down. Here we can see the archers engaged in melee.Īs your zombie line approaches spare some time to direct them to charge into an enemy unit, going for a surround if possible. Use your Hexwraiths to strafe in front of the enemy line while the dogs strafe the rear of the line, this has two benefits it should push the archers out of formation and you can pounce on them once they are separated from the main line, and it disrupts the formation of the enemy line. Finally group the rest into one locked groupīegin the battle and hold “alt” then left click and drag move your zombie group forward just in front of the enemy line, move your Hexwraiths and dogs forward toward the flank of the enemy line. Spears in this battle are expendable, we are going to dismiss them before ending the turn. Make sure your Hexwraiths and Wolves are NOT in guard mode then move them forward and group them 1 and 2. Line up your zombies and put them in guard mode. Note: The auto-resolve bar shows the likely causalities of both sides, not your chance to win the battle. The odds look even but with our battle plan of isolating units and chain routing the enemy we will take next to no casualties First Turnįirst up we want to raise 2x Zombies then move just inside the Montfort region to raise another 2x Zombies and finally attack Grisoreux He also shares his spread out starting province with two other factions, Karak Zilfin and Skullsmasherz.Įnough preamble lets get to the step-by-step. Heinrich also starts at war with Artois a Bretonian minor faction who will be our early game punching bag. It also lets us recruit Skeleton Spearmen and Fell Bats. Heinrich starts with Blackstone Post at Level 2 and the Landmark building “Castle Drachenfels’ Catacombs” this gives us a small research (+5%) public order (+3) and Vampiric Corruption (+3) bonuses, more importantly though it lets us recruit Necromancer Heroes and gives them a bonus rank to all provinces. Lets have a look at the start of the Campaign: These guys can get anywhere on the battlefield fast, and pack a punch when they get there. They cause Fear and Terror, have Flaming and Magical Attacks as well as strider and a whopping 94 speed. ![]() Hexwraiths: Like Cairn Wraiths but better.Cairn Wraiths: 75% Physical Resistance and Magical Attacks means these guys will hold our lines and dish out considerable damage to priority units early game.Dire Wolves: A key unit in all our armies throughout the whole campaign, used to chase routing units tag team with the Hexwraiths, all round an excellent starting unit.In battle, Heinrich Kemmler can summon Krell, a powerful Hero (Krell is a bit of a mixed bag, he is powerful early on however does not have a mount so tends to get rag dolled a lot by early Bretonian Lords).Hero recruit rank: +2 for Necromancers (local province (+2 Ranks early game is huge, 3 points into Specialist reduces agent costs by 40%)).All units in Heinrich Kemmler’s army are immune to non-Vampire Count territory attrition (This allows Heinrich to be the spearhead army operating in enemy territory).We will be making liberal use of Necromancer Heroes throughout the campaign). Upkeep -50% for Necromancer Heroes (The big draw for the faction, stacks with Lahmian bloodline reduction.Diplomatic relations +30 with Chaos (Not really a deciding factor, nice to keep Norsca at bay).Suitable Climate: Mountain (Allowing easy occupation of the old world). ![]()
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