Part of the advantage of the Vamp Lord is that he allows having a champ on both combat and influence, so I'd like to act accordingly (and he also actually works better on influence once we've got some basic bitch influence built up and he can start to influence the elites; I don't think there's much of a point in trying to send him out to perform influence on peasants)
Also, as they're going to get info on what he does in combat whether or not he actually fights, as he will be getting described as a design along with all our other equipment, I would like to have him in combat (and therefore Narry-boi on influence) on Turn 1, so as to have one turn of combat guaranteed without a response from them
Vampyman will be most effective in capitals and the satrapy, and I want to make cultist mercs as a revision to target the Xyranian lane writ large (sounds like a good opportunity for influence 2 over there), so I'd like to put Nar-Carok in the quarries, where I reckon we don't have anything targeted in the immediate future
Between the two combat lanes, even with his speed bonus the Vast Steppe seems just a bit big to use the vamp to his FULLEST potential for murdering mans, since though the thralls help, he'd either have to use some of his rampage time just hauling ass across plains or spend a lot of the night traveling
Nar-Carok Goes In:
Chegitha/Rolling Hills: (0)
Western Protectorate/Vast Steppe: (0)
Bountiful Quarries: (1) Powder Miner
Grid-Locked Polis: (0)
Restless Satrapy: (0)
Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)
Vampire Lord Goes In:
Chegitha/Rolling Hills: (1) Powder Miner
Western Protectorate/Vast Steppe: (0)
Bountiful Quarries: (0)
Grid-Locked Polis: (0)
Restless Satrapy: (0)
Pirate Haven: (0)
Schism'd Capital: (0)
Raider's Roost: (0)