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==Units== ===Melee Units=== *'''Marauders''' (Shields/Spears/Great Weapons): Your basic bread-and-butter infantry. Identical to their chaos counterparts, and rather squishy. Rage gives them an edge but not too much. They are useful in filling out a list with more expendable bodies. The shield variety are the cheapest and toughest, while the spear type get bonus damage against large targets. The Great Weapon marauders are a cheap if squishy source of anti-armour damage, but not much else. Overall they aren't terrible, but not particularly great either. **'''Icehorn Marauders (ROR):''' Better than their Marauder brothers with perfect vigor and immune to psychology. Like the normal variety, they can't win a battle on their own, but not useless by any means. *'''Marauder Berserkers:''' Marauders with two melee weapons for double the fun. They deal high damage and are deceptively tough once they get into melee thanks to the Berserker ability, which makes them tougher as they build up rage. **'''Brutes of the Hound(ROR):''' Berserkers that are Unbreakable. better at finishing the job of breaking or destroying a unit before they are killed to the man. these can really tear apart almost all early game units. *'''Marauder Champions:''' Your Elite infantry, meant to sprinkle them into a line to give your army some hardpoints so the monster has the time to flank. Also, a better line if the enemy shoots a lot of arrows compared to normal Marauders. *'''Marauder Champions (Great Weapons):''' Elite AP infantry, better at their can opening jobs then Marauders. Expensive so only mix in a few into a line. Get AP somewhere else, they aren't efficient at it or cost effective. ===Missile Infantry=== *'''Marauder Hunters:''' Short-range axe-throwing units that deal high AP damage and cause the shieldbreak effect, lowering the enemies missile block chance. You don't have much of a ranged army to capitalize on the effect, but it helps the ranged units you do have do more damage. They're also just about as good as normal marauders in melee, which is good because they don't have the range nor the ammunition to stay out of combat. *'''Marauder Hunters (Javelins):''' Higher range than the standard hunters, but with better damage against large targets. The increased range makes them a more well-rounded choice than the axe-throwing variety. ===Cavalry and Chariots=== *'''Marauder Horsemen:''' This may come as a shock to you, but marauder horsemen are marauders... on horses. They have throwing spears for some ranged combat and regular spears for flanking charges. They serve as a cheap distraction and skirmish chaser but lack the bodies for serious combat. *'''Marauder Horsemen (Throwing Axes):''' Trading their spears for axes and shields, the throwing axe variety is tougher and more specialized than the standard horsemen; surprisingly decent with their AP missiles. When properly aimed, they can take chunks off characters or armored greatweapon elites. *'''Marauder Horsemasters:''' All around better Horsemen, with the stats to actually do some decent work in melee. They aren't anywhere close to knights, but they can cause a lot of pain with a few cycle charges. *'''Marauder Chariot:''' Your cheaper harassment chariot. Faster than the wolf variety, but with less damage and utility. Phase them out as soon as you can in the campaign, and seriously consider taking the wolf ones in multi-player. *'''Marauder Ice Wolves Chariot:''' Your big chariot pulled by a couple of giant wolves. Higher damage than the horse kind, and the wolves slow down any enemy they hit in melee. These ones can also bring throwing axes for a bit of ranged bite while their gearing up for the next charge. ===Monstrous Infantry=== *'''Norscan Trolls:''' Low leadership and weak to missiles and fire, They bring the DPS while the marauders hold the enemies in place. need micro, but cost-effective in skillful hands. *'''Norscan Ice Trolls:''' Slightly better than the above. Frostbite will allow you to slow enemies down and make them easier targets. *'''[[Skin Wolve]]s:''' Anti-Large, Regeneration, Frenzy...on top of that move pretty fast and absolutely demolish infantry as long as its not infantry that can in a reliant way fight monstrous infantry or has flaming attacks (or units that are both like the High Elf Dragonborn RoR). **You will rely on these guys for intercepting enemy charges and monsters *'''Skin Wolves (Armoured):''' Same as above, but with extra armor at the cost of being a tad slower. If micro'ed well and kept from getting pinned down, are one of your best units by far. Versatile and deadly but vulnerable to getting swarmed by anti-large. **'''Maws of Savagery (ROR):''' Same as the above Armoured Skin Wolves, but with better leadership, melee defense and attack, as well as having Vanguard. *'''Fimir Warriors:''' Your tanky anti-armor unit with additional magical attacks. On top of that has Armour-Sundering attacks that give enemies -30 to their armor. Also are Siege Attackers, so you won't need towers and rams if you have them. **'''Mist Stalkers (ROR):''' Like the above, but on top of fear, they also cause Terror and have Vanguard. *'''Fimir Warriors (Great Weapons):''' Same as your vanilla Warriors, but with Great Weapons and with Anti-Large. Fine but consider armored Skin Wolves instead. ===Warbeasts=== *'''Norscan Warhounds:''' Standard hound-type units. Fast and disposable, throw them at enemy artillery and wizards to keep the enemy occupied while you move into position. Scaly skin helps protect them from missiles, but they won't survive against anything stronger than an artillery crew. **'''Beasts of Tashnar (ROR):''' Warhounds with frenzy, anti-large, and a crazy 50% missile resistance. Better than normal hounds, but not as good as ice wolves against most foes. *'''Norscan Ice Wolves:''' Bigger badder ice wolves with Frostbite to slow down running targets and let your slower monsters smash them. Their reduced unit size also, ironically enough, massively improves their survivability because individual models will soak up more damage per head and increase the damage one model can put out before it goes down. Granted, they still will go down in prolonged fights, but it's still something to keep in mind. sSrprising good light cav equivalent and good vs anything without armor due to high weapon strength. ===Monsters=== *'''Feral Manticore:''' Exactly like the summoned kind from the lore of beasts, the manticore is a powerful aerial force that can smash enemy backlines to keep the rest of the army safe. *'''Norscan Giant:''' Nope. Not worth it. There is basically no redeeming feature to giants, and the Norscan kind is no exception. Grab a mammoth if you want something big. *'''Frost-Wyrm:''' A massive chaos dragon that can freeze enemies in place with melee attacks and a frost-breath weapon. Like all dragons it hits hard in combat but fall apart faster than you want if it gets caught out of position. *'''Feral Mammoth:''' Let's talk about mammoths. Mammoths are amazing. Mammoths are the single best thing the Norscan army has, and one of the best monsters in the game. As if the huge health bar and great stats aren't enough, the mammoths unique attack animations allow it to sweep through huge swaths of infantry at once; combined with its terror and can route most infantry units in just a few hits. The feral variety is the cheapest but runs the risk of rampaging, which can be a nightmare for such a slow and valuable unit. High doomstack potential. *'''War Mammoth:''' Take everything great about the Mammoth, give it more armor, immunity to rampaging, and a howdah with guys throwing spears from it's back. If you can afford it, get one. If you can't afford it, save up and get one later. Makes one of the best single entity doomstacks in the game. **'''Soulcrusher (ROR):''' A mammoth with the ability to temporarily gain 44% physical resistance, in case you need it to hold the line against the entire godsdamned Empire all at once. It also has strider, which is weird for such a massive unit, but useful. *'''War Mammoth (Warshrine):''' A mammoth that provides leadership buffs to allies around it, at the cost of shooting ability and speed. Not bad in multiplayer, but in the campaign you should try to phase out your infantry once you get mammoths in favor of even more mammoths. A bit of a niche pick, but at the end of the day it's still a mammoth; never the worst choice. ===Campaign Only=== *'''The Ice-Forged Legion:''' A unique artillery unit you get from devoting yourself to [[Khorne|the Hound]]. It's 4 Hellcannons into one unit (normally there's only one per unit). As with regular Hellcannons, you can manually guide the projectile if you have the time. *'''The Great Mawherd of Bloodfjord:''' It's not just one feral mammoth, it's a whole family of them. The Mawherd is weird. They're not full-grown mammoths, so they function more like monstrous infantry than a regular monster. They have far less weapon strength than a regular mammoth, but the damage is spread out as there's up to five mammoths stomping about. They have a bound skill that gives them a flat +40% damage resistance for a time.
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