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HomeHome / Total War: WARHAMMER / Vampire Counts / Units / The Devils of Swartzhafen (Vargheists)
The Devils of Swartzhafen (Vargheists) Vampire CountsVampire Counts Melee Infantry

The Devils of Swartzhafen (Vargheists)

No longer Vampires, but fighting with the same insane savagery.

Vargheists are the darkness in a Vampire's soul made manifest. They are towering winged humanoids, each several times the size of a man. Though the Vargheists once walked and talked as lords amongst the chattel, these curse-born Vampires have devolved into ravenous predators desperate for the taste of blood. They prowl the battlefield in packs, ready to pounce upon the least sign of weakness and tear a hole in the enemy ranks with crimson claw and bloody fang.

The Devils of Swartzhafen (Vargheists)

Unit Name

The Devils of Swartzhafen (Vargheists)

Main Unit Key

wh_dlc04_vmp_mon_devils_swartzhafen_0

Land Unit Key

wh_dlc04_vmp_mon_devils_swartzhafen_0

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Flying Monstrous Infantry

Naval Unit Group

Flying Monstrous Infantry

Soldiers

12

Caste

Monstrous Infantry

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1475

Recruitment Cost

1475

Upkeep Cost

300

Melee Attack

43

Weapon Strength (Weapon Damage)

100

├ Melee Weapon

wh_main_vmp_claws_vargheist

├ Melee Damage Base

75

├ Melee Damage Ap

25

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

24

Melee Defence

34

├ Base Defence

34

├ Shield

none

└ Shield Defence

0

Armour

10

├ Armour

wh_main_vmp_vargheist

├ Armour Defence

10

└ Shield Armour

0

Health

470

├ Man Entity

wh_main_flying_vargheists_blood

├ Man Speed

58

├ Man Health

8

└ Bonus Hit Points

462

Leadership (Base Morale)

72

Abilities

  • Frenzy
    Some care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
  • Crumbling
    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.
  • Disintegrating
    The Dark Magic binding has failed. Both flesh and necromantic energy slough off the subjects leaving naught but dust.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Causes Terror
    This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
  • {{tr:guerrilla_deployment}}
  • Undead
    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

  • Vanguard Deployment
    This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.
  • Causes Terror
    This unit can fear themselves.
  • Frenzy
    Units with leadership is high.
  • Damage Dealer
    This unit has a strong emphasis on dealing damage. If fighting it, make sure to take it out before it can get into firing or melee range.
Recuitment Requirement
Maximum Number 1