# 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.

- **Game:** Total War: Warhammer III
- **Category:** Factions
- **Author:** LongBeam (https://guides-factory.com/about)
- **Difficulty:** Beginner
- **Reading time:** 13 min
- **Published:** 2026-08-29
- **Updated:** 2026-08-29
- **Tags:** Army Composition, Blood Kisses, Healing, Lord Skills, Sylvania, Vlad von Carstein, vampire counts, warhammer 3 vampire counts guide
- **Adapted from:** [Why You SUCK with The Vampire Counts](https://www.youtube.com/watch?v=qW5kypKc5js)
- **Canonical URL:** https://guides-factory.com/guides/vampire-counts-campaign-guide

---

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

| What | Answer |
| --- | --- |
| First target | Zufbar |
| First Blood Kiss pick | Lahmian Gifts |
| Lord type | Vampire Lord |
| Early infantry | Zombies |
| Key healing spell | Invocation of Nehek |
| Best early advantage | **Raise 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.

<ol class="checklist">
  <li>
    <label><input type="checkbox"><span class="name">Eliminate Castle Templehof first</span></label>
    <em>They're your starting enemy; use Vlad, Isabella, and a vampire hero for superior melee power. This opening fight is usually straightforward <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=156s" target="_blank" rel="noopener">2:36 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Position for minimal-casualty siege</span></label>
    <em>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 <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=176s" target="_blank" rel="noopener">2:56 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Remove Zufbar early</span></label>
    <em>Zufbar threatens Drakenhof and can be confederated by Karak Kadrin, so it's important to remove them before they consolidate or trade their territory <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=202s" target="_blank" rel="noopener">3:22 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Bait and ambush the dwarfs</span></label>
    <em>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 <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=259s" target="_blank" rel="noopener">4:19 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Use fast units to split dwarf lines</span></label>
    <em>Fast movers like Black Coach, Blood Knights, and Dire Wolves are key for isolating and destroying dwarf fire support <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=289s" target="_blank" rel="noopener">4:49 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Sack Zhufbar after capturing it</span></label>
    <em>Unless you want to settle in poor climate, sack the city for gold—then invest back in Sylvania <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=318s" target="_blank" rel="noopener">5:18 ↗</a>.</em>
  </li>
</ol>

![Siege deployment screen showing Vlad von Carstein's army, including Vargheists and other flying units, positioned near Castle Templehof's gate and wall with unit cards and stats visible.](https://api.guides-factory.com/media/uploads/2026/08/01-gate-assault.jpg "The army is positioned for the low-casualty siege assault, with Vlad and flying units stacked near the gate and wall section.")

![Campaign map view showing Vlad von Carstein and Conradine Pfaffbach positioned near Zhufbar, with Castle Drakenhof and Castle Templehof also visible. Zhufbar is marked as the enemy target, and the armies are clearly shown outside its reinforcement range.](https://api.guides-factory.com/media/uploads/2026/08/02-bait-ambush.jpg "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.

<ol class="checklist">
  <li>
    <label><input type="checkbox"><span class="name">Farm Blood Kisses from multiple sources</span></label>
    <em>Earn them by defeating faction leaders, wounding or assassinating characters (especially with heroes), completing certain technologies, vassalizing factions, and some quests <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=422s" target="_blank" rel="noopener">7:02 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Unlock your first lord and buff at 3 Blood Kisses</span></label>
    <em>The first unlock comes quickly and is game-changing, so plan your actions to hit that threshold early <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=462s" target="_blank" rel="noopener">7:42 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Take Lahmian Gifts first</span></label>
    <em>This is the recommended first pick for a 20% experience gain increase across all characters <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=582s" target="_blank" rel="noopener">9:42 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Queen Bee as an agent action buff</span></label>
    <em>Queen Bee increases agent action success chance by 50%, making hero actions far more effective <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=490s" target="_blank" rel="noopener">8:10 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Generate Blood Kisses with hero actions</span></label>
    <em>Necromancers, Wight Kings, Vampires all trigger Blood Kisses reliably through wounding and assassination. These actions are the best farm source since they occur often <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=519s" target="_blank" rel="noopener">8:39 ↗</a>.</em>
  </li>
</ol>

![Blood Kiss unlocks screen with Queen Bee reward highlighted; tooltip shows hero action cost -50%, hero action success chance +50%, enemy hero action success chance -25%.](https://api.guides-factory.com/media/uploads/2026/08/03-blood-kiss-unlock.jpg "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.

![Vampire Counts lord skill tree with the 'Children of the Night' blue-line skill highlighted. Tooltip shows: Character experience gain +30% for heroes in lord's army, upkeep -9% for lord's army.](https://api.guides-factory.com/media/uploads/2026/08/04-skill-tree.jpg "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.

| Role                         | Recommended Units       | Purpose                            | Notes                                                      |
|------------------------------|------------------------|-------------------------------------|------------------------------------------------------------|
| Early Anvil (frontline)      | Zombies                | Durable, cheap, absorb damage       | Skeletons cost more and are less durable; use only if needed |
| Mid/Late Anvil               | Grave Guard (swords, great weapons, polearms) | Durable, moderate damage           | Upgrade into these as soon as possible                     |
| Early Hammer                 | Dire Wolves, Fell Bats | Flank, attack ranged/siege teams    | Cheap and fast; ideal against **Empire**/other gunlines        |
| Mid-Late Hammer              | Black Knights, Crypt Horrors, Blood Knights, Hex Wraiths | Flank, cycle-charge, armor piercing| Available as you unlock higher-tier buildings and tech      |
| Support                      | Necromancers (Corpse Cart), Mortis Engine | Healing, debuff, aura stacking     | Blob infantry for maximum benefit                          |
| Filler/Chaff                 | Skeletons (occasional), Regiments of Renown | Emergency reinforcements           | Only raise in emergencies                                  |
| Avoid Late                   | Varghulfs              | Poor durability/leadership late game| Dies quickly, skip for late-game compositions              |

![A Vampire Counts army panel showing zombies as the main early infantry choice.](https://api.guides-factory.com/media/uploads/2026/08/05-zombie-frontline.jpg "Undead infantry march forward, visually representing early-game frontline units in battle.")

![Blood Knights unit card selected on the left, showing 110 armor, 79 charge bonus, anti-large traits, regeneration, and abilities in Warhammer Total War.](https://api.guides-factory.com/media/uploads/2026/08/06-blood-knights.jpg "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).

<ol class="checklist">
  <li>
    <label><input type="checkbox"><span class="name">Know which healing resurrects models</span></label>
    <em>Invocation of Nehek and Curse of Undeath both restore lost models in infantry/cavalry units; passives (corpse cart, Mortis Engine, The Hunger) do not <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=1738s" target="_blank" rel="noopener">29:18 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Use passive healing for single entities</span></label>
    <em>Stand monsters and Lords near corpse carts, Mortis Engines, and necromancers to regenerate health between and during battles <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=1786s" target="_blank" rel="noopener">29:46 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Blob infantry for healing efficiency</span></label>
    <em>Group multi-entity units near healing sources before casting Invocation of Nehek for maximum resurrection and healing <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=1815s" target="_blank" rel="noopener">30:15 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Undercast Invocation of Nehek</span></label>
    <em>Undercasting is usually more efficient: overcasting increases cooldown and miscast risk <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=1898s" target="_blank" rel="noopener">31:43 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Stack Curse of Undeath and healing with multiple casters</span></label>
    <em>Multiple spellcasters trigger multiple Curse of Undeath passives, enabling greater healing across blobs <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=1903s" target="_blank" rel="noopener">31:47 ↗</a>.</em>
  </li>
</ol>

![A dense infantry blob is positioned around a corpse cart with visible healing aura, Unholy Lodestone effects shown, and several support units nearby.](https://api.guides-factory.com/media/uploads/2026/08/07-corpse-cart-blob.jpg "A dense infantry formation is packed around a corpse cart to maximize passive healing effects and stack support auras before battle.")

![Total War: Warhammer battle view showing Grave Guard infantry being healed via Invocation of Nehek, healing effect visible, with unit panel and spell details highlighting heal per second.](https://api.guides-factory.com/media/uploads/2026/08/08-invocation-heal.jpg "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.

<ol class="checklist">
  <li>
    <label><input type="checkbox"><span class="name">Use Raise Dead immediately</span></label>
    <em>Recruit units from any marked battlefield on turn one; don't wait for perfect armies <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=1959s" target="_blank" rel="noopener">32:39 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Play aggressively from enemy to enemy</span></label>
    <em>Keep up momentum—merge injured units, raise replacements, and move on to the next target without delay <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=1987s" target="_blank" rel="noopener">33:07 ↗</a>.</em>
  </li>
  <li>
    <label><input type="checkbox"><span class="name">Push toward short victory by turn 40</span></label>
    <em>Early aggression and rapid expansion can collapse major Empire factions by turn 30 and complete campaign objectives by turn 40 <a class="jump" href="https://www.youtube.com/watch?v=qW5kypKc5js&t=2004s" target="_blank" rel="noopener">33:34 ↗</a>.</em>
  </li>
</ol>

![Raise Dead recruitment interface in Total War: Warhammer showing available units including zombies, dire wolves, skeleton warriors, and their stats for instant recruitment near Brass Keep.](https://api.guides-factory.com/media/uploads/2026/08/09-raise-dead.jpg "The Raise Dead screen demonstrates instant recruitment of undead units, enabling early campaign aggression and maintaining momentum.")

---

## Also worth knowing

<div class="tipbox alt"><span class="tag">Before you commit</span>

- **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.

</div>

---

## FAQ

### 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.

