Mannfred von Carstein (Barded Nightmare)Cunning, devious and powerful, Mannfred von Carstein sees all before him as prizes to be claimed.
While Vlad von Carstein was the most physically powerful of the Vampire Counts, Mannfred was the most cunning. When Vlad was slain, Mannfred did not involve himself in the infighting that would see Konrad rise to prominence. Instead, he travelled far and wide, seeking to deepen his knowledge of necromantic lore. He made an unholy pilgrimage to the ancient tombs of the Nehekhara and the ancient city of Lahmia, where he wrested the secrets of the Liche Priests from bone-dry papyrus and scrolls made from human skin. Mannfred also studied the ancient spells in the first of the Books of the Dead. Eventually, his journeys took him to Nagashizzar. None can say what foul bargains Mannfred made with that surreal realm's inhabitants in return for forbidden knowledge. When Mannfred finally returned to Sylvania, he was more powerful than ever, and took over the Undead legions in the wake of Konrad's destruction. Mannfred was almost as masterful as Vlad at concealing his true nature. As he sought for allies, Mannfred would travel abroad in the guise of an Imperial lord. He was always courteous to those he met on his travels, as befits a noble from a powerful family. When Mannfred revealed himself at the height of his power, his appearance was far more horrifying - his face became contorted and corpse-like, and his scalp writhed with magical energy. Yet his newfound powers were not enough. In the end, Mannfred was defeated and his army annihilated at the Battle of Hel Fenn. Some storytellers claim that Mannfred is not vanquished. They say he rode from Drakenhof against the forces of Chaos when they invaded the Empire. If Mannfred has survived, then surely he will reveal his designs for the Imperial throne.
Unit NameMannfred von Carstein (Barded Nightmare)
Main Unit Keywh_main_vmp_cha_mannfred_von_carstein_4
Land Unit Keywh_main_vmp_cha_mannfred_von_carstein_4
Naval Unit Keywh_main_shp_transport
Land Unit GroupWizard
Naval Unit GroupWizard
Custom Battle Cost1250
├ Melee Weaponwh_main_vmp_sword_hero_lord
├ Melee Damage Base290
├ Melee Damage Ap140
├ Armour PiercingNo
├ Bonus vs Cavalry0
├ Bonus vs Elephants0
└ Bonus vs Infantry0
├ Base Defence50
└ Shield Defence0
├ Armour Defence110
└ Shield Armour0
├ Man Entitywh_main_infantry_standard_hero_blood
├ Man Speed35
├ Man Health8
├ Bonus Hit Points3780
├ Mount Entitywh_main_cavalry_slow_hero_blood
├ Mount Speed66
└ Mount Health8
Leadership (Base Morale)80
- Red Fury
Vampires have long had a savage and unstoppable bloodlust. They will continue to slaughter until their enemies lie dead at their feet, or have been turned to Undeath.
- Undeath Resurgent
Arise! Do not falter! Do not crumble! Back to life once more!
- Master of the Black Arts
The Winds of Magic themselves present little challenge to von Carstein, so matchless is he in his magical prowess.
- The Hunger
As the Vampires rip apart their victims they feast on the blood that spills forth – gaining in strength and lost stamina.
The dead do not rest easily in the Old World. Those summoned by Vampires and Necromancers no longer have mortal concerns - they serve only their master's will.
The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
The unit is Undead (does not rout, immune to terror, becomes unstable when attrition when moving through territory not owned by the Undead.
Strengths & Weaknesses
This unit can cast spells.
Armoured units can block damage from any source apart from Armour-Piercing damage.
- Melee Expert
Melee Experts might have a very strong Charge Defence. Use them to counter other strong melee units. When facing them, it is best to take them out before they can enter melee.