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Total War: Warhammer 3 Vampire Counts Guide: Raise Dead, Bloodlines and Army Building

This guide covers the opening moves, economy, lord leveling, army composition, healing, and timing for a Vampire Counts campaign in Immortal Empires. It is aimed at players who want a practical plan for Vlad and Sylvania instead of scattered faction tips.

Beginner 13 min read 19 viewsUpdated 26 days agoby LongBeam
Adapted from Why You SUCK with The Vampire Counts

If you want a strong start as the Vampire Counts, this guide will show you how to secure your Sylvania heartland, handle Blood Kiss unlocks, optimize lord and hero leveling, build armies that work, keep your troops healed, and exploit your early campaign advantages. Every step is practical, actionable, and tailored for Vlad or Isabella as the backbone of your first Sylvania campaign.

Quick answer

WhatAnswer
First targetZufbar
First Blood Kiss pickLahmian Gifts
Lord typeVampire Lord
Early infantryZombies
Key healing spellInvocation of Nehek
Best early advantageRaise Dead from turn one

Secure your opening and remove Zhufbar

Opening moves are critical for Vampire Counts. Defeating your initial enemies, especially Zufbar and Castle Templehof, sets the campaign tempo and prevents dangerous neighbors from threatening your capital.

  1. They're your starting enemy; use Vlad, Isabella, and a vampire hero for superior melee power. This opening fight is usually straightforward 2:36.
  2. Stack all your units where there are no towers. Vlad batters the gate while flying units cycle-charge defenders on the walls for devastating results 2:56.
  3. Zufbar threatens Drakenhof and can be confederated by Karak Kadrin, so it's important to remove them before they consolidate or trade their territory 3:22.
  4. Hire a bait lord and position them outside Zhufbar's reinforcement range. Place Vlad in ambush nearby; this draws their army out for an isolated fight 4:19.
  5. Fast movers like Black Coach, Blood Knights, and Dire Wolves are key for isolating and destroying dwarf fire support 4:49.
  6. Unless you want to settle in poor climate, sack the city for gold—then invest back in Sylvania 5:18.
The army is positioned for the low-casualty siege assault, with Vlad and flying units stacked near the gate and wall section.
This map setup illustrates the bait-and-ambush tactic used to lure the dwarf army out of Zhufbar before attacking.

Spend Blood Kisses on the right unlocks

Blood Kisses are a major progression mechanic for Vampire Counts, providing access to unique lords and factionwide bonuses.

  1. Earn them by defeating faction leaders, wounding or assassinating characters (especially with heroes), completing certain technologies, vassalizing factions, and some quests 7:02.
  2. The first unlock comes quickly and is game-changing, so plan your actions to hit that threshold early 7:42.
  3. This is the recommended first pick for a 20% experience gain increase across all characters 9:42.
  4. Queen Bee increases agent action success chance by 50%, making hero actions far more effective 8:10.
  5. Necromancers, Wight Kings, Vampires all trigger Blood Kisses reliably through wounding and assassination. These actions are the best farm source since they occur often 8:39.
Queen Bee is shown as a Blood Kiss unlock, with detailed bonuses visible and recommended as a strong early pick.

Level lords and heroes in the right order

Vampire Counts rely on their Lords and heroes for their power much more than most factions. Your lord's skill path and how you build your hero team determines both your battle effectiveness and your campaign momentum.

Start every lord on the blue skill line, focusing especially on Children of the Night (which boosts character experience gain for all heroes in the army) and Lightning Strike for tactical flexibility. The Uncanny Prowess capstone increases Winds of Magic reserves by 15—a bonus that's practically required, since Vampire Counts depend greatly on spells for both damage and utility. After blue-line skills, invest in replenishment and growth, then progress to spells, prioritizing Invocation of Nehek and summoning skills.

Necromancers are your mainstay spellcaster heroes, available early from Charnel Pit buildings (tier 2). Their role is to stack passive buffs and provide core healing, especially since Vampire heroes are locked behind a tier 4 building. When you unlock vampire heroes, add them for stronger spellcasting and flying.

Traits matter: look for Master of the Black Arts (free Spirit Leech casts, reduced miscast chance), Dread Incarnate (reduces enemy leadership), and Loremaster Keeper (boosts Winds of Magic turns). Use White Kings and Banshees to supplement melee presence and generate extra Blood Kisses through wound and assassination actions.

Every army should carry multiple spellcasters for both damage and healing. For emergency defense, a Master Necromancer can work thanks to cheaper recruitment and buffs to zombies. However, a Vampire Lord is superior when affordable due to melee power, resilience, and earlier flying access.

This skill tree view demonstrates prioritizing the 'Children of the Night' skill for experience bonuses in Vampire Counts armies.

Build armies around an anvil and a hammer

Vampire Counts armies work best when organized around tanks (anvils) and damage dealers (hammers), with strong support from Lords and heroes.

RoleRecommended UnitsPurposeNotes
Early Anvil (frontline)ZombiesDurable, cheap, absorb damageSkeletons cost more and are less durable; use only if needed
Mid/Late AnvilGrave Guard (swords, great weapons, polearms)Durable, moderate damageUpgrade into these as soon as possible
Early HammerDire Wolves, Fell BatsFlank, attack ranged/siege teamsCheap and fast; ideal against Empire/other gunlines
Mid-Late HammerBlack Knights, Crypt Horrors, Blood Knights, Hex WraithsFlank, cycle-charge, armor piercingAvailable as you unlock higher-tier buildings and tech
SupportNecromancers (Corpse Cart), Mortis EngineHealing, debuff, aura stackingBlob infantry for maximum benefit
Filler/ChaffSkeletons (occasional), Regiments of RenownEmergency reinforcementsOnly raise in emergencies
Avoid LateVarghulfsPoor durability/leadership late gameDies quickly, skip for late-game compositions
Undead infantry march forward, visually representing early-game frontline units in battle.
Blood Knights stats and abilities are on display, illustrating their role as a top-tier hammer cavalry unit.

Use healing and blob fights correctly

Keeping your troops healed over multiple battles is a fundamental advantage for the Vampire Counts. There are two healing types: regular healing (restores health to living models) and monstrous healing (can restore dead models and bring them back).

  1. Invocation of Nehek and Curse of Undeath both restore lost models in infantry/cavalry units; passives (corpse cart, Mortis Engine, The Hunger) do not 29:18.
  2. Stand monsters and Lords near corpse carts, Mortis Engines, and necromancers to regenerate health between and during battles 29:46.
  3. Group multi-entity units near healing sources before casting Invocation of Nehek for maximum resurrection and healing 30:15.
  4. Undercasting is usually more efficient: overcasting increases cooldown and miscast risk 31:43.
  5. Multiple spellcasters trigger multiple Curse of Undeath passives, enabling greater healing across blobs 31:47.
A dense infantry formation is packed around a corpse cart to maximize passive healing effects and stack support auras before battle.
Grave Guard are receiving healing through Invocation of Nehek, demonstrating how this spell restores lost models in multi-entity units during battle.

Know when to fight aggressively

Your greatest power as Vampire Counts comes early, with the Raise Dead mechanic enabling instant army replenishment. Aggressive moves let you steamroll fragile neighbors before they can build up defenses or technologies.

  1. Recruit units from any marked battlefield on turn one; don't wait for perfect armies 32:39.
  2. Keep up momentum—merge injured units, raise replacements, and move on to the next target without delay 33:07.
  3. Early aggression and rapid expansion can collapse major Empire factions by turn 30 and complete campaign objectives by turn 40 33:34.
The Raise Dead screen demonstrates instant recruitment of undead units, enabling early campaign aggression and maintaining momentum.

Also worth knowing

Before you commit
  • A Blood Kiss farm can be created with respawning enemy lords: Trap a faction leader in a small settlement and let them respawn by intentionally losing a battle; fight them each turn for infinite Blood Kisses and rapid leveling.
  • Trading Zhufbar secures your eastern flank with little risk: Rather than fighting dwarfs directly, offer the settlement to Karak Kadrin or another ally for vassalization and cash, creating a buffer zone.
  • Isabella and one Vampire Lord can create an unstoppable early doomstack: Focus Isabella's buffs, supplement with flying or bat units, and you can steamroll the Empire in the first 10–15 turns.
  • Vampire Counts favor wide settlement play: Early income from settlement buildings is unusually strong even at low tiers, so expanding rapidly is often the best economic strategy.
  • Monster-heavy armies can outperform infantry blobs: Mortis Engines, Varghulfs, and single-entity healing are exceptionally effective if monsters are concentrated and supported by healing and corpse carts.
  • Vanhel's Danse Macabre and Purple Sun are standout spells: Consider Shadow magic for morale manipulation, and use strong spell combos to supplement the damage and morale collapse caused by your heroes.

Frequently asked

What should I do first as Vampire Counts?

Take the nearby opening war seriously and remove Zhufbar early so a dangerous mountain neighbor does not sit next to your capital. After that, trade or vassalize where it helps secure your flank, then use the breathing room to build economy and hero capacity.

Are zombies or skeletons better early on?

Zombies are the better early frontline because they are cheap and work as disposable anvil units. Skeletons do more damage, but they cost more and are described as less durable for the same role.

Which lord should I recruit?

A Vampire Lord is the strongest default choice because it combines melee strength with good spellcasting and earlier flying access than some alternatives. Master Necromancers are better as emergency defensive lords when money is tight.

How do I heal Vampire Counts armies efficiently?

Use passive healing from corpse carts, Mortis Engines, and similar effects to keep single-entity units alive, and use Invocation of Nehek to restore lost models in multi-entity units. Undercasting is usually more efficient than overcasting, and multiple casters can stack healing more safely.

Army CompositionBlood KissesHealingLord SkillsSylvaniaVlad von Carsteinvampire countswarhammer 3 vampire counts guide

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