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==Building your army== ===Buying Your Army=== GW still sells the Vikings, along with some of the newer Warcry models if you want to be creative with your Northmen. 3d partys can give you more like Avatar of war. shieldwolfminiatures can be your supplier of dragons, trolls, and Mammoths. ===Army Composition=== ===Magic=== *'''Fire:''' You have many options for mass ranged attack but a lack anything above str3 except Throwing axes at close range. Not a cannon or bolt thrower, lore of fire fulfills that missing Stonethrower role in your roster, while ''Flaming Sword of Rhuin'' is good to have in any situation (like putting on a unit of Vollyfire Thrall Slings). *'''Beasts:''' Succefuly casting ''Wyssan's Wildform'' on your werewolves on a 9+ is a nicety, but the true benefit is the usual ''The Flock of Doom'' or ''The Amber Spear'' spell for the respective counter to war machines and monsters at range which Norsca lacks. *'''Heavens:''' Chaos factions normally don't get this and fill many gaps in the Norsca roster, Shutdowns for Warmachine, and High Strength range removal, and improve melee performance with ''Harmonic Convergence'' and ''Iceshard Blizzard'' spell. *'''Shadow:''' at low levels of the lore improve combat by worsening the enemies' stats. In higher levels, ''Penumbral Pendulum'' replaces your lack of cannon (and is more accurate than them in 9th), and Pit of Shades still kills ogres and orcs blobs. ''Steed of Shadows'' gets your hunter with Glorious Hunter or the Swaying Spear to be in range of its quarry. *'''Death:''' Short range single target removal. The lack of mount options for your wizards hinders them unless springing for the carpet or boots or paired with a shadow wizard. If not a character sniper, then he is using the spells to help your mauradurs edge out to break the enemy on the charge or still win after they lose momentum.
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