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===Multiplayer Strategies=== In terms of the Non Daemon Chaos factions, you are pretty much the inbetween from Warriors of Chaos and Beastmen. For the most part, you're a squishy rush faction but you do have some holding power. The big strength of your race, however, is the fact that not only do you have a ton of monsters at your command, you are also good at killing them. You have a ton of anti large and good mobile damage monsters to quickly overwhelm your enemy. You still got to be careful though, as while you aren't Beastmen squishy, armor values and defensive stats are still pretty low and while you have some range, it won't be enough to out shoot dedicated ranged factions. Here's how you can win glory from the weak southeners: *'''Beastmen''': This used to be a matchup heavily in your favour due to the Beastmen's atrociously poor anti-large capabilities. But they've been given more than enough tools in their kit to remove that weakness. Ghorgons will quite literally eat your mammoths alive if you don't eliminate them in short order and minotaurs are very capable of throwing hands with Skinwolves and Trolls. Tuskgor chariots are a nasty pain in your ass though since while the Norscans are good at killing large units they struggle with actually stopping a charge they can't outright prevent with Skinwolves. *'''Bretonnia''': You are basically built to kill Bretonnia. Melee infantry with a strong offensive focus, big monsters, plenty of anti-large, and lots of fast movers who can harass the back lines. All of it adds up to stuff Bretonnia struggles with. Pull down their knights with Skinwolves, Fimir, and Marauder Hunters. Send hounds and horsemen after their archers. Berserkers can probably handle their peasants so long as they don't take too much fire. *'''[[Total_War_Warhammer/Tactics/Chaos_Dwarves| Chaos Dwarfs]]''': *'''Warriors of Chaos''': You're almost certainly not going to win the front line engagement unless they also bring Marauders, so this tends to devolve into a monster mash of Shaggoths fighting Fimir. *'''Dark Elves''': A match-up with quite simple rules. If you can break into their main crossbow line you can win. If you can't you will lose. The Dark Elves can match you blow for blow at the Monster Game and Kharybdi see your mammoths and fimir as lunch while the Dark Elves have enough flaming damage to make trolls a risky play at best. Skinwolves are exceedingly vulnerable to massed missile fire and the Dark Elves' ability to take away control over your units with Witch Elves will frustrate any effort to pull out of bad match-ups. The front line match up is weird as the Dark Elves swing between fairly meh basic infantry to hyper-elite killing machines with very little in between. That being said, murderous prowess means that your infantry's preferred playstyle can backfire hard if you don't plan ahead. Your own ranged infantry will almost certainly be annihilated in short order, so you have to make them count before they're all dead. *'''Dwarfs''': Mammoths, chariots, and hounds are the name of the game. Bring a character on a mammoth and one other and they will tear the dwarf infantry a new asshole. Tie up their guns with hounds and run everything else over with chariots. Consider a Lore of Metal caster to help negate their armor. *'''Empire''': You're actually very well positioned to fight The Empire. Fimir and Skinwolves can put the hurt on their knights, Marauders with even a little support can crush their infantry, and your plentiful wolves and hounds can swarm their gun line. *'''Grand Cathay''': Oof. Cathay has great anti-large position holding infantry to stop you monsters cold and enough ranged firepower to reduce your poorly armoured units to paste. Cathay even has spells to drastically increase the mass of their infantry to stop chariots and mammoths from going their thing and you have essentially no worthwhile counters to Sky Junks unless you were winning the fight anyway. You can more or less forget about your infantry as they are going to be shredded to pieces long before they ever reach the Cathayans and with the exception of Peasants Cathayan infantry are nearly dwarf tier tough, and your mammoths are juicy targets for crossbowmen and grand cannons. Chariots and monstrous infantry will be your main tool though keep in mind that Celestial Guard and Jade Warrior Halberdiers will dumpster any such large units in short order. *'''Greenskins''': A rather interesting match up as the way you like to play is something that the Orcs can out-do you at. If you try to take advantage of rage you are going to get krumped in short order by the Waaagh once your units' rage boils over and forces you to start from scratch while the Orcs just keep hitting harder and harder. Your primary saving grace is that the Greenskins struggle at dealing with monsters for all their monster mash shenanigans and your frostbite can shut down their Goblin skirmishers. However if you let the Greenskins decide the terms or tempo of the engagement you will lose and lose hard. *'''High Elves''': Go cheap on the front line, it's not what's going to win you this battle. High Elves are good on defense and will outlast you before you get the most out of your Rage effect. A mammoth or two will tear through all Asur infantry except maybe Phoenix Guard, but the real threat to you is their archers. Bring warhounds, manticores, Marauder Horsemen, anything that can harass their back line. Probably leave Ice Wolves at home though, as they count as large units so Lothern Sea Guard will get a melee bonus against them. *'''Kislev''': Kislev exists to drink your tears. War Bear Riders shit on basically your entire roster of monsters that don't get focus-fired into oblivion, your infantry will be torn to bloody pieces before ever reaching the Kislevites who will then bonk the tattered remnants into submission assuming they even get that close with all the means of slowing you down, their Lores are staggeringly painful for a poorly armoured army like yours, and their horse cavalry is more than fast enough to make your skirmishers cav eat shit. Kislev also basically has no backline at all as anything that shoots can also smash. Frost Wyrms might be of use here as Kislev has no air game at all, but given that nearly every infantry man in Kislev's roster can shoot them that's small comfort. By Our Blood also means that Kislevites just don't run away. *'''Khorne''': Do not even think about trying to contest Khorne in the infantry fight. Your very best infantry struggle against the cheapest they can bring to the field and your rage mechanic encourages a playstyle that directly feeds into Khorne's ramp-up effects from killing loads of dudes. What Khorne hates a bit more than everything else though are enemies who refuse to get into melee with him and large numbers of monsters or low model count units that don't let him collect skulls. Make sure to focus fire Bloodthirsters or Khornate Minotaurs though as they can tear your monsters to pieces. Leave the Frost Wyrms at home too, Bloodthirsters will absolutely shit on them. Also keep in mind that Skarbrand is one of the few Legendary Lords that neither Wulfrik nor Throgg stands any real chance against. Do not, under any circumstances, try to duel Skarbrand in anything resembling a fair fight. If you make this mistake, his ability to force everything around him to rampage will prevent you from correcting your error before he's killed Wulfrik stone dead. Avoid Skarbrand and shoot him to pieces as best you can and for the love of the Dark Gods do not let him ramp up kills. *'''Lizardmen''': You are both melee oriented armies that love prehistoric monsters but are surprisingly capable at range. The primary difference though is that the Lizardmen are generally better at it than you. Basic Saurus warriors will see wave upon wave of marauders bounce off them and the Lizardmen are not lacking for ways to simply shoot your mammoths to death if they don't feel like fighting you monster to monster. Lizardman magic also blows anything you can field off the table and they have access to plenty of healing to just plain outlast you. There is no clean and easy way to win this match-up; only differing forms of slogs. *'''Norsca''': *'''Nurgle''': Your monsters and cavalry dream of match-ups like this while your infantry will probably fall to their knees weeping in sorrow. Nurgle has no anti-large whatsoever and has very limited ranged attack options as well as being by far the slowest army in the entire game. Nurgle also relies quite a lot on large models that are poorly armoured that you'll be able to chunk through in short order. However, your infantry want to be in prolonged fights and then pull away once their rage caps out and getting into prolonged fights with Grandpa Nurgle is the worst thing you can do as your infantry will eat increasingly heavy debuffs. Fire damage is an absolute must against Nurgle due to the abundance of regeneration and healing that the Sevenfold Lord brings to the table. Overall an easy matchup due to how one-trick Nurgle is, but can be frustrating. *'''Ogre Kingdoms''': You can bring down all of their roster with your anti-large except gnoblars. All there is to watch for are their ranged units. They're powerful, and are either an ogre or a big monster that makes shutting them down a pain. *'''Skaven''': You are very good at dealing with Skaven. They are so reliant on their ranged units that your numerous flanking options can give them an enormous headache, and their low leadership means that once those ranged units start to run they are probably not coming back. Your plentiful anti-large options will mince Moulder monsters, but watch out for Eshin kite builds. *'''Slaanesh''': The good news is that Slaanesh melts in the face of any raged fire whatsoever and their armour-piercing is wasted on your hordes of half-naked Swedes and outside of Soul Grinders and Magic; has no way to attack you from a distance. The bad news is that you don't have enough long-ranged firepower to stop them from closing with you and you will disintegrate in the face of a Slaaneshi charge. Slaanesh however, hates prolonged battles of attrition and frostbite is there to help you stop them from flouncing out of battles they've gotten themselves into. Like most of the mono-god chaos armies they also struggle with holding against being charged themselves due to a lack of charge-defence having infantry. *'''Tomb Kings''': You like mammoths right? Too bad because Necrosphinxes and Bone Giants love nothing more than Mammoth heavy Norsca lists. The Tomb Kings are an extremely versatile enemy that has plenty of ways to force you to come over to them and enough cheap line holders to keep you away from their backline while having plenty of hard-hitting finishing move units. They will also outright outlast you and have the magic to ruin your day. Frost-Wyrms though; can fly largely uncontested as the Tomb kings barely have any noteworthy aerial presence and tend to focus their ranged fire on the main body of your units. Of course if the Skeletons really want to get rid of the dragon they will; but it's more than able to find a use distracting them so that your army isn't reduced to paste by Ushabt, Necroliths, and Caskets. Overall a very tricky match up that is more the Tomb Kings' game to lose than it is yours to win. *'''Tzeentch''': If you can catch Tzeentch's core of ranged infantry and flamers, you'll rip them apart. The problem is getting that close in the first place because Tzeentch's mid-range firepower is utterly unrivalled. Frostbite is an absolute necessity to stop cycling shenanigans unless you like watching the damage you deal be undone by a few seconds of recovery for their shields. You also need to be careful with the skies because Tzeentch has such a wide array of flying units, and the Lore of Tzeentch is one of the nastiest offensive lores in the entire game. The good news though is that Tzeentch's main recourse to dealing with monsters is "hope they can be shot before they collide with the horrors". Don't bother with trolls though, basically every ranged attack Tzeentch lists will throw at you is flaming. *'''Vampire Coast''': These guys hate you. The Vampirates can blast anything to pieces from a distance but up close their are a sodden mass of loose meat. Most of your units can tear them apart in melee and you have lots of ways to get into their back line. Fimir and Skinwolves can really put a hurt on their own monsters. *'''Vampire Counts''': Grab Throgg, Mammoths, and Fimir, then supplement them with some spear or javelin support. Vampire Counts have poor anti-large which means going full monster mash is a good choice against them. Trolls can work, but beware of their low leadership against the Vampires, whose entire roster causes Fear. *'''Wood Elves''':
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