Crypt Horror Show Build (Total War: Warhammer Battle #196)

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3 Video Views·Jun 12, 2026
I try out a new Vampire Counts build that doesn't rely on direct damage spell spam. Instead it seeks to swarm the enemy in a Cannae like envelopment with fodder zombies and hard hitting elite units
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AI Generated·May contain errors
Hey, what's up guys?
It's Oakley and I figured I'd show you a little build that I've been using as of late for the vampires
call it Crip Horseshoe and
Basically as the leader you want to choose Manfred von Carstein
Just because he is kind of the strongest of the leaders take a barded nightmare here rather than zombie dragon
Yes, zombie dragon makes you strong, but it makes you vulnerable up in the air with no place to land
So definitely bring you know a way to stay on the ground
I do take a banshee with this build because it has ethereal and it causes terror. So this allows you to
Take out key units that can't really do the correct type of damage against you
Then I bring four zombies with two skeleton spearmen. Those are to hold the flanks
I have a couple kind of light infantry there then the heavier hitting grave guard with great weapons
And then here's kind of the core hitting force for
Crypt whores with a black coach here, which is anti-infantry causes terror in combination
Those can tear through ranks of the enemy. So I'm gonna be releasing a couple different videos staggered over time
All of them kind of using this build but in different scenarios in this one in particular
I'm just gonna kind of go over the deployment
All of the battle does go in kind of a different way than I would typically use this build
In terms of the deployment. This is how I usually do it
So I send my skeletons up or sorry zombies up through the front then I put skeletons on either flank
I put my heroes and kind of special single-character units in the center and
I'll go over the kind of what the strategy is after that
I put these two kind of functional infantry units down in the center to help support and the center is supposed to be flexible
To go either way then I have kind of my reserves in the back
So the grave guard and then the crypt whores in the way way back
Just so they stay out of range of enemy spells and missiles and and what have you
So the main strategy here is you have your zombie front and they're mainly supposed to move up slowly
But surely creep their way up and close the distance on the enemy
You push left and right on the flanks with these spearmen to hold back and then you have this center group of heroes that can
You know go to reinforce and they kind of function as your sweepers and they help push out and secure the flank positions for you
ultimately, the goal of this build is to activate your reserves and
Especially bringing these crypt whores on the flank where they can be super effective
Then once you've kind of secured the flanks and have closed to range
You're gonna have troops here here and here and then at that point
This is where you were
You know
You would go ahead and spring your trap from the center from the flanks and kind of do an all-out
Surround so it does take multiple steps
One is gonna be the first step is gonna be sweeping the flanks
with a slow push two is gonna be sending your
Heroes to swat back enemy charges on either flank
Slash exploit gaps and then third phase is gonna be to move in with your crypt whores
Around the flanks and crush anything that's been tied down at that point
so what you're gonna see in this battle is an opponent who deploys far away and has
Well, he's the Empire
He's gonna have a bunch of these demigriff Knights
So I don't necessarily get the chance to do the tactics that I just explained here
But I want to show the versatility at least of this build. I
Will like I said have a couple follow-up videos where I show this build in action
Now the reason I bring crip whores is because they are some of the most cost-effective
Monster units in the game. They only cost about I think it's 800 apiece. I'm something that and they stand
You know stand their ground and do a lot of damage for a long long time
I've seen some people try and spam them completely and I do believe that they can beat a complete demigriff spam
So they're definitely very strong. So for this build, I just wanted to bring four, you know
Four of the same units is not considered overpowered. So just wanted to bring their their their slight
Openness to bear but not to the point where it was overwhelming
So when I was here, you can see a little bit of the strategy in action as I start pushing forward
I activate my hero units in the center and they're gonna be sent to the left to push back the enemy
That's trying to hold the flank here
Moving forward with Manfred is gonna be important
What you want to try and do is if you have hefty targets like this
Casting fate of Juna to try and take out those units
Although you have to do you have to remain wary of enemy spellcasters
You may try and snipe you which is exactly why I kept Manfred on a mount
So that I can retreat him at a moment's notice
Now these three heroes are very good. They're very versatile. So the Banshee is gonna be very good in this position
She's quick. She's fast and she's a ethereal
So she really doesn't take that much damage from the crypt wars. The black coach is there in case I have to deal with
Infantry and so it has anti-infantry buffs
Meanwhile Manfred is just gonna stay close
He's gonna cycle and the black coach is just gonna be here to move around
You can see it already took some hits so as Manfred don't be afraid to you know
regain some of your
Winds of magic and also use some rejuvenation on your heroes in the front so that can keep you up and running on the right
I'm also being charged
So at this point this is where you want to you know
Use the zombies to absorb charges and try and close in on them with some of your other support units
So for instance here
This is why I had the skeleton spearman on that flank and then I'm now moving forward with my crypt wars on either flank again
To help with the sweeping maneuver now. I'm starting to get pulled a little bit out of position here
So I'm gonna try and reform just a bit
But all the while my main force is slowly creeping forward and that's the point of the zombies
Are sorry the vampire counts is that you need to creep your army forward do it's very slow
And so most of the time you'll notice I'm just spending my time here sniping enemy forces up close
Slowly pushing and securing my flanks making sure that when I do take hit from cannons
And whatnot that I can go ahead and heal it with my hero
So now my opponent who wanted to kite with his demigriff Knights has kind of seen himself push back rather
Significantly and I've gotten some nice exchanges
So I'm gonna start to reform a bit crypt wars are gonna start to push on the flanks
It's kind of up to you to judge when you push up the crypt wars
They're very important to push up the flanks. But again moving them to aggressively can expose them to attack
So now we've arrived kind of at the end of phase one which was to secure the flanks and close ground
So now we're gonna move into phase two, which is when you can start your assault
So I've reformed kind of into the main formation had in the beginning again
Keeping the chump blocks of the zombies in the front moving the skeleton spearmen around the flanks
And then the heroes returning to the center once again, so they can remain flexible in their positioning
Crypt wars may be a little bit too far ahead
What I like to do is keep them front and center just so they can you know
If need be they can pivot to one side and mass
I think pre deploying them to the flanks and sometimes be
Too premature your opponent could for instance shift all the demigriff Knights to one side and you know
Counteract you pretty pretty handedly and it makes it so that you can't really reshuffle them
So that's why I like to keep them usually in the center as a strategic reserve
but seeing how in this case my opponent did form up in a
Somewhat of a ball in a knot here atop the hill that I could at least bear to move around the flanks
On the left there. You saw my opponent trying to sally out with some
Demis and this is where I reacted with two of my heroes and that caused him to rethink his options
You can see my banshee still there at full strength
Moving forward my rear lines and now the crypt wars can commit to the flanks
It's important not to commit certain heroes in certain situations
So here I'm obviously sending in the banshee first and the black coach has no need to be in that action
So he's gonna go ahead and retreat
So if you're playing with this build always mind you what the use of everything is the banshee is actually pretty good against almost anything
I would generally try and use her to blunt enemy charges and attack units that don't have the ability to
deal damage to ethereal forces
What we're gonna do here is I've spotted a swordsman unit
And so the black coach as anti infantry is gonna come in and sweep into that from the flank
Now typically what you want to do with your black coach is keep microing it land a strike like there and pull out immediately
But because I'm microing elsewhere, I'm not gonna be able to pull it out in time
That is a problem that I'm having right here. And so it's actually gonna get charged by great sword
So I really need to pull it out of there
Carl France is coming in as well. So you should pop your abilities
I'm gonna pop the ability that gives you me more attack probably should have popped the one that gives me more damage resistance
But I figured I wanted to do as much damage as possible knowing that it will probably die
So I'm having to micro kind of a lot
Manfred comes in here. You want to move him in a support character?
So move them into these tight-knit blobs pop that ability and then do the you know
Pop everything on these blobs to make sure you get as cost-effective as possible
Bit of Juna again just to get rid of unit blobs
And I'm gonna start to push in the center on this flank to crypt Horus fighting a demigriff Knight
cost effective wise
Yes, the Demi's will take out one of my creepers, but they cost about half
So pretty happy with that exchange and I have of course skeleton spearman's on either flank to help support the center
Meanwhile is being tied down by my zombies and then I noticed that there are great swords pushing down the center
so I'm gonna pull out and wait to bring in my
Great weapons on this flank that made sure that Demi's got isolated before I fought them. So that flank should be secured
Now here don't take engagement
Engagements, you don't need to you saw I pulled away from that great sword now that it's outnumbered
It's gonna go ahead and retreat and that's exactly what I wanted to do. Anyways, I didn't want to needlessly lose a unit
So what I'm gonna do at this point is
Actually raise some undead here that you really want to be using man for very actively to get the best bang for your buck
Be-popping spells all the time
So if you run into a case where you know
I just have two units moving up here and I really want to tie down this entire force
So the easiest way to do that is going to be to pop zombies and then what Manfred could do is actually pull out
of that position
Having popped the zombies and go ahead and recommit on another point
We're gonna go ahead and do that front lines are charging grave guards are pulling into the center and the left now
I beat those Demi's so looks like the flanks are being ones
This is pushing on phase three where I'm fighting on both flanks, and I'm gonna commit to an attack down the center
You want to definitely?
Babysit Manfred if he goes down your entire army is liable to collapse and so you can see call friends here
Starting to disengage so you can try and go after
Manfred so what I'm gonna have to do is pull him out of here fall back to my grave guard units
Deathclaw went right after my Banshee pop some abilities and so my Banshee is gonna be routing
But look how many units she's tied down. That is why I bring that Banshee super helpful
Meanwhile you can see on that flank. I'm winning out against some swordsmen
Demi's are routing and in the center. I'm wrapping around those grave guard again using Manfred to come close to troops pop abilities
And then disengage from hero fights. I would say don't get into hero fights as the vampire counts. It's very very dangerous
One of the things that could have gone wrong is notice how Manfred is being chased here if he was on a mounted unit there
Would be no way to get away from Deathclaw you have no range units as the vampire count
So there's no way to support unless you do bring your own flying units, but I very much prefer having your heroes on horseback
Now I'm closing in for the final assault down the center so as this build was mentioned before
I mean, it's it's called the crypt horror show, but in this map my crypt in this engagement my crypt
Crypt ghoul or sorry
Crypt horrors have basically been blunted
They've been wasted in charges against Demi's on either flank
In most cases where I use this build they will survive to the end game
And this is where you would have them flanking around hitting the opponents in the back
I'll have more videos in the future where I do manage to pull that type of playoff
But I figured I'd show at least a different type of engagement for this video to show a bit of the flexibility of the build
Manfred at this point should not be static
He should be used as a one-man hammer and anvil force to free up your units and really keep the zombies going
Or keep your your greens
I'm stumbling over my words. Keep your vamp your vampire count forces going you want to be
strategically knocking out units here and they're getting critical mass and just freeing up the horde of
Undead to keep going about keeping about healthy healthy levels making sure to pop the ability that
Ups the winds of magic, so it's definitely a micro intensive build, but it's a very fun when I found and
Then use this buff as well pretty routinely
Make sure your forces are operating at top condition and then here finally at the end
I'm gonna commit myself to a fight against call France, but only only at the very end and
So there you go pulled off a pure victory. So this build is fun
It's relatively balanced and it doesn't rely too much on an excessive amount of crypt whores
it doesn't rely on an abuse of
Spirit leech and stuff like that. So overall, I think it's a fair fun and balanced vampire counts build that does prove to be
pretty
Sustainable, although in this battle the crypt whores did not really show off their skill and overall I didn't get that many kills
But still it proves its worth and like I said, I'll have more videos in the future fighting against different races
So you can see how you can tailor it to different battles. Anyways, hope you guys enjoyed stay tuned for more. See ya
