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Varghulf Vampire CountsVampire Counts Melee Infantry

Varghulf

Amongst its enemies, a Varghulf is a savage whirl of limbs and claws, devastating in melee.

A Varghulf has a monstrous body, swollen by a constant diet of red meat. Unbound by human form, a Varghulf is a contorted mass of packed muscle, giving it the strength to crush a chariot or bowl over entire ranks of those stupid enough to try and pen it in. Powerful legs and broad wing-flaps allow Varghulfs to chase down their kills in swift, gliding leaps, and they can lash out at enemies around them with shocking speed. They use their immense claws to strip flesh from bone, the better to suck at the juicy marrow of their prey. A Varghulf's main weapon, however, is a wide mouth filled with dagger-like fangs capable of puncturing armour and crushing skulls. In battle, the Varghulf becomes a whirlwind of rage. Though voracious and unpredictable killers, Varghulfs are far from mindless. They do not possess the aptitude or inclination for sorcery of their Vampiric cousins, but their presence still acts as a conduit for Dark Magic, and they are able to reknit themselves with the raw stuff of Necromancy should they suffer injury.

Varghulf

Unit Name

Varghulf

Main Unit Key

wh_main_vmp_mon_varghulf

Land Unit Key

wh_main_vmp_mon_varghulf

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Monster

Naval Unit Group

Monster

Soldiers

1

Caste

Monster

Category

Melee Infantry

Class

Melee Infantry

Custom Battle Cost

1400

Recruitment Cost

1400

Upkeep Cost

350

Melee Attack

46

Weapon Strength (Weapon Damage)

230

├ Melee Weapon

wh_main_vmp_claws_varghulf

├ Melee Damage Base

65

├ Melee Damage Ap

165

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

0

Charge Bonus

50

Melee Defence

36

├ Base Defence

36

├ Shield

none

└ Shield Defence

0

Armour

40

├ Armour

wh_main_vmp_varghulf

├ Armour Defence

40

└ Shield Armour

0

Health

6408

├ Man Entity

wh_main_monster_varghulf_blood

├ Man Speed

80

├ Man Health

8

└ Bonus Hit Points

6400

Leadership (Base Morale)

40

Abilities

  • Regeneration
    There are beings and creatures that can mend bone and knit flesh at an incredible rate. A mighty boon, but one stunted by fire.
  • 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.
  • 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

  • Very Fast
    This unit can run circles around most other units, taunting and harrassing the enemy or evading its missile fire.
  • Poor Leadership
    This unit suffers from poor Lord or other encouraging units nearby.
  • Armour-Piercing
    The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
  • Regeneration
    flaming attacks will cause more damage to units with Regeneration.
Requires Buildings
Varghulf Lv. 0 Haunted Forest
Haunted Forest
(wh_main_vmp_forest_3)
Level 2
Garrison Buildings
Varghulf x 2 Castle Drakenhof (Dark Castle)
Castle Drakenhof (Dark Castle)
(wh_main_special_settlement_castle_drakenhof_5_vmp)
Level 5
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