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===Campaign Strategies=== ====TWW1==== ====TWW2==== A notoriously terrible campaign, although with mods it can be very fun. In vanilla, you start out by unifying Norsca (i.e. wandering around until you find the faction leader of the peepee poopoo tribe and sneak attack him, confederate his faction, then repeat for every tribe until you have Norsca conquered), and then set out on raiding and pillaging the old world. You can only settle certain port settlements and racial capitals like Drakenhof, Altdorf, Naggarond etc.* and you sack/raze the other settlement for sweet sweet cash or to increase your allegiance meter to the Dark Gods, which gives bonuses as it's filled up. The problem with this type of settlement system is the ruin-dwelling AI. They'll constantly colonize the ruins you leave behind. While this can be beneficial providing you with easy sack/raze opportunities against easily-reachable foes, it can be frustrating in that it's difficult to make any real progress inland. Your economy is the equivalent of modern day Siberia, i.e. shit. In the beginning of the game, you're going to be struggling to find two coins to rub together, and fielding a halfway decent full stack even with all of Norsca conquered will be difficult. Luckily, once you get to sacking cities, Norsca has a ton of global bonuses to raiding/sacking income so you'll get the train rolling that way and basically operate at a deficit for most of the game. BE CAREFUL who you declare war on. With many factions war is unavoidable, but they can steamroll through your territory since you don't have walls. Once you fully fill up your allegiance meter, and defeat some special armies that come in to invade you (plus a special quest battle!) you'll get your Level 3 bonus (I recommend the Serpent for that upkeep reduction, plus Kihar is a useful hero but you can go with whichever) and begin the chaos invasion. You have the choice to either join with Archaon or defy him. For power players, defying him is defintiely the way to go since you get a fuckhuge 75% upkeep reduction for all your units. Joining with him is fun and thematic, but it automatically turns the campaign into a 'This is Total War' campaign since every non-chaos aligned faction (including Skaven) is scripted to declare war on you. It's not like the chaos invasion is that helpful when you're playing as Norsca either, it's just 7 armies with more spawning sometimes. Still, can be a fun way to add a huge challenge to your campaign. ====TWW3==== In Immortal Empires, the much-reviled settlement system has been abolished, with the faction receiving many other sweeping changes - highlights include dedicating yourself to a specific god providing actual Chaos units, and a buff to your economy. Norsca's ports are now hilariously lucrative, giving as much income per turn as bigger ports like Lothern + Marienburg. And Norsca is full of seaside settlements. Now you can pillage the entire world without worrying about money Changes to Norsca in WH3 are numerous but to start with: Throgg allows ALL your armies to build trolls, skin wolves and fimir warriors in a single turn. You do have tech tree, or a building?, that makes Norscan Champions single turn as well. Norsca also has altars that eventually give +1 global recruitement permanently, -2 turns for local recruitement and you can eventually make provinces in such way that all local recruitement is 1 and all global recruitement is also 1. The passive bonuses from buildings let you recruit each fimir noble with rank 13 or even higher, monster arcanum allows you to add many cool monsters into your army and technically norsca is sole race who has infinite global recruitement capacity that can be increased through the game. You will eventually have so many global recruitement [https://media.discordapp.net/attachments/943453613047562323/1496205071724183713/20CAB81.JPG?ex=6a016ccf&is=6a001b4f&hm=3de0ab6b806baa313e44c185b34328c67c360a7ed2ed61cda602ab609f5fe946&=&format=webp&width=1042&height=586 slots] that you will be able to immediately make a new army in single turn in From experience, it is rare that you will be low on money even in income, as norsca can make 400 gold + 240 gold from major/minor settlements which isn't a lot compared to Empire and Bretonnia but is decent numbers. Most important, however, is that Norsca has buildings that decrease cost of unit and raiding stance (that also decreases the upkeep), exploiting both is absolute necessity (or simply, recommended for optimal play).Also, ports give a lot of income almost same as other factions' The +1% Looting buildings are not as "impressive" as Khorne, but unlike Khorne, you can actually build empire with positive income as any norscan faction over the time and it is definitely "chiller" version get it? chill? norsca'''[[cough]]''' The Items. From Monster Arcanum you have all kind of items through Quest System that has been increased throughout all three games, meaning fi you have time you technically have almost infinite amount of overpowered unique items to give to your heroes. It goes without much to say, but fimir warriors and fimir nobles are to this day, one of best units/heroes in the game. And fimir nobles cannot really die easily, and all of them can heal. You can experiment by either concentrate on increasing the healing ability, or give them an item that just makes them even tankier but oh well, there isn't easy way to mess up playing Norscans [[Category:Total Warhammer]] {{Total War Warhammer Tactics}}
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