And vampiric armies don’t suffer attrition in corrupted provinces, making them all the easier for takeover. Vampiric corruption also increases public order in that province when you do eventually take control, meaning you have to spend less time with a giant army stack sitting in one place-crippling for a vampiric military campaign, given the cost of armies. You can also spread corruption using some of your hero units. This is a great distraction to potential attackers. These spread vampiric corruption in your neighbours, which in turn increases the chance of undead rebellions in those areas. When you’re planning to conquer neighbouring provinces, it can be worth building upgraded Braziers in your border towns. Then you’ll have a good income, heavily-defended settlements, and the top-tier units. It’s quite plausible, by turn 100 on normal, to have maxed out both these provinces and moved a good way down the Vampiric tech trees. The Book of Arkhan makes your core undead troops much cheaper and more survivable, so when you’re thinking of military excursions, this should be your first choice. The Lahmian Book of Blood is where all the best technologies are for the campaign map, so focus on that first. Meanwhile, research should be focused on two of the four trees.
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And your final focus has to be on defensive military structures-which every Vampiric town has, from a Corpse Pile to a Ghost Wall-and which all give you large numbers of free troops when defending cities. Your third focus should be on unit production buildings. Your secondary focus should be on money-whatever you can build to bump it up, do it-for example, Necromantic and Vampiric top end units produce a good lump of money, though it might take 20 turns to pay back the investment to build them. To get them to that state, you need to focus your buildings on growth first-which means a charnel pit or two in every province. These six regions have all you need to get every single one of your top-tier units, as well as a very large income. However, once you’ve conquered all five other regions, you’re set for the game. It’s divided into two provinces, of which you only own one region at the start. Sylvania is backed up into the mountains, so its East side is mostly secure. And you need to keep a weather eye on the North, because you’re located very close to where Chaos starts. Your only real targets are the human lands-The Empire, Kislev, The Border Princes and Bretonnia if you can reach it. You’ve no reason to even attack the Dwarfs, because you can’t take their lands. Particularly, the Dwarfs should be no trouble in the early game, as the Greenskin hordes advance on them. But pacifying moves on the part of the vamps can neutralise that problem. And, sure those enemies see them as abominations that should be wiped off the face of the earth. Sure, like every Warhammer faction, they’re surrounded by enemies. They also have a relatively safe starting position, in a corner of the Empire, backed up against The World’s Edge Mountains.