Compare Total War: Warhammer II Curse of the Vampire Coast prices across 50+ stores and find the best deal. Developed by CREATIVE ASSEMBLY. Published by SEGA. Released on 11/8/2018. Available on PC. Genres: Action, Strategy. Metacritic score: 83/100.

Four undead pirate lords, naval-flavored mechanics, and a rogue's gallery of sea monsters bolted onto Warhammer II's strategy sandbox. Niche but surprisingly deep.

Curse of the Vampire Coast is a Lord Pack DLC for Total War: Warhammer II, adding four Legendary Lords, each commanding a distinct undead pirate faction on the campaign map. Luthor Harkon, Count Noctilus, Aranessa Saltspite, and Cylostra Direfin all play differently enough that buying one pack and getting four genuinely separate strategic identities is a decent return on content. If you already own the base game and want a reason to revisit the Vortex or Mortal Empires campaign, this is a reasonable hook. The headline mechanical addition is the Vampirate roster itself, which leans hard into the fantasy of rotting, sea-cursed undead. You get Deck Gunners, Depth Guard, Bloated Corpses used as living bombs, and the genuinely unsettling Rotting Leviathan as a late-game monster. Each Legendary Lord also comes with a unique mechanic tied to their background. Noctilus operates out of a mobile fortress called the Galleon's Graveyard, which functions as a moving base of operations on the campaign map, a genuinely novel idea for the series at the time. Luthor Harkon has his own madness mechanic that randomizes his skill access across four "lunacy" states, which sounds annoying and occasionally is, but adds real variance across multiple playthroughs. The faction identity is strong. The Vampirate lords all share an Infamy system that replaces the standard Lord recruitment loop. You build Infamy through battles, raiding, and completing specific objectives, then spend it to recruit crew units and upgrade your flagship. It is a light but effective layer on top of the standard campaign economy, and it keeps the early game feeling purposeful rather than just "expand and tech up." The problem is that mid-to-late campaign, once your death stack is assembled, the Vampirate factions start to feel like most Undead factions in the game: grind forward, raise dead from battles, lose attrition points on long marches. The late-game distinctiveness fades a bit. The mixed Steam score (sitting around 75 percent positive) is worth addressing directly. A chunk of that friction comes from the Vampirate roster being strong in campaign but considered somewhat limited and awkward in multiplayer matchups, where roster depth matters more. There is also a persistent criticism that Aranessa Saltspite, who leads Sartosa and has access to both human pirates and undead units, is undercooked compared to the other three lords. She has less mechanical scaffolding around her campaign and feels like a bonus inclusion rather than a fully developed faction. If you are choosing a starting lord, go Noctilus or Harkon for the mechanical hooks. For newcomers to the Total War: Warhammer series, this is not an entry point. It requires the base game and benefits enormously from Mortal Empires if you own Warhammer I as well. If you are already in the ecosystem and enjoy the undead faction playstyle or just want four new campaign runs with a coherent nautical theme, the DLC delivers. The Infamy system and Noctilus's Galleon mechanic alone make it interesting from a design standpoint. Do not expect it to reinvent the formula, expect it to add a stylish, slightly rough-edged chapter to a game that rewards long investment. Diego, Scout Team

Total War: Warhammer II Curse of the Vampire Coast
ActionStrategy

Total War: Warhammer II Curse of the Vampire Coast

Nov 8, 2018CREATIVE ASSEMBLYSEGA
GamerScout Says

Four undead pirate lords, naval-flavored mechanics, and a rogue's gallery of sea monsters bolted onto Warhammer II's strategy sandbox. Niche but surprisingly deep.

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About Total War: Warhammer II Curse of the Vampire Coast

Curse of the Vampire Coast is a Lord Pack DLC for Total War: Warhammer II, adding four Legendary Lords, each commanding a distinct undead pirate faction on the campaign map. Luthor Harkon, Count Noctilus, Aranessa Saltspite, and Cylostra Direfin all play differently enough that buying one pack and getting four genuinely separate strategic identities is a decent return on content. If you already own the base game and want a reason to revisit the Vortex or Mortal Empires campaign, this is a reasonable hook. The headline mechanical addition is the Vampirate roster itself, which leans hard into the fantasy of rotting, sea-cursed undead. You get Deck Gunners, Depth Guard, Bloated Corpses used as living bombs, and the genuinely unsettling Rotting Leviathan as a late-game monster. Each Legendary Lord also comes with a unique mechanic tied to their background. Noctilus operates out of a mobile fortress called the Galleon's Graveyard, which functions as a moving base of operations on the campaign map, a genuinely novel idea for the series at the time. Luthor Harkon has his own madness mechanic that randomizes his skill access across four "lunacy" states, which sounds annoying and occasionally is, but adds real variance across multiple playthroughs. The faction identity is strong. The Vampirate lords all share an Infamy system that replaces the standard Lord recruitment loop. You build Infamy through battles, raiding, and completing specific objectives, then spend it to recruit crew units and upgrade your flagship. It is a light but effective layer on top of the standard campaign economy, and it keeps the early game feeling purposeful rather than just "expand and tech up." The problem is that mid-to-late campaign, once your death stack is assembled, the Vampirate factions start to feel like most Undead factions in the game: grind forward, raise dead from battles, lose attrition points on long marches. The late-game distinctiveness fades a bit. The mixed Steam score (sitting around 75 percent positive) is worth addressing directly. A chunk of that friction comes from the Vampirate roster being strong in campaign but considered somewhat limited and awkward in multiplayer matchups, where roster depth matters more. There is also a persistent criticism that Aranessa Saltspite, who leads Sartosa and has access to both human pirates and undead units, is undercooked compared to the other three lords. She has less mechanical scaffolding around her campaign and feels like a bonus inclusion rather than a fully developed faction. If you are choosing a starting lord, go Noctilus or Harkon for the mechanical hooks. For newcomers to the Total War: Warhammer series, this is not an entry point. It requires the base game and benefits enormously from Mortal Empires if you own Warhammer I as well. If you are already in the ecosystem and enjoy the undead faction playstyle or just want four new campaign runs with a coherent nautical theme, the DLC delivers. The Infamy system and Noctilus's Galleon mechanic alone make it interesting from a design standpoint. Do not expect it to reinvent the formula, expect it to add a stylish, slightly rough-edged chapter to a game that rewards long investment. Diego, Scout Team

Tags

steamLord Pack DLCUndead FactionUnique Campaign MechanicsInfamy SystemMonster UnitsPirate ThemeMortal Empires CompatibleLate-Game Grind

System Requirements

System requirements for Total War: Warhammer II Curse of the Vampire Coast aren't listed yet. Check the store page for the latest specs.

Reviews & Ratings

Metacritic
83
Steam
75%(1,598)

Game Info

Developer
CREATIVE ASSEMBLY
Publisher
SEGA
Release Date
Nov 8, 2018

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