Total War Warhammer/Tactics/Norsca: Difference between revisions
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*'''Frost-Wyrm:''' | *'''Frost-Wyrm:''' | ||
*'''Feral Mammoth:''' | *'''Feral Mammoth:''' | ||
*'''War Mammoth:''' Take everything great about the Mammoth, give it more armor and a howdah with guys throwing spears from it's back. | *'''War Mammoth:''' Take everything great about the Mammoth, give it more armor and a howdah with guys throwing spears from it's back. If you can afford it, you can make Doomstacks of Mammoths. | ||
**'''Soulcrusher (ROR):''' | **'''Soulcrusher (ROR):''' | ||
*'''War Mammoth (Warshrine):''' | *'''War Mammoth (Warshrine):''' |
Revision as of 14:27, 7 December 2020
This is the tactica for the Total War: Warhammer version of Norsca.
Why Play Norsca?
- Because you don't need no sissy armor to serve the dark gods!
- You favor an aggressive play style with a lot of good large units and ways to fight large units.
- FUCKING MAMMOTHS!!!!!
Pros
- Monsters: You have a wide variety of beasties that can fulfill a variety of roles. From monstrous infantry, cavalry, fliers and Mammoths, you have one of the widest variety of monsters in the game.
- Anti Large: Not only do you have a ton of monsters, you have a lot of ways to kill them. A good chunk of your units have the Anti Large bonus, meaning you shouldn't have much in the way of issue with dealing with monsters or cavalry.
- Hard Hitting Infantry: Your infantry tend to hit pretty hard for their price point, so you can get in a ton of damage on the front line very fast. If they get in on the right target you will be able to cause quite a bit of damage.
- Mobility: You have a ton of fast movers and speedy characters, meaning you can get around the battlefield pretty quick and wrap around flanks.
Cons
- Limited Range: Your missile don't go very far and you have nothing in the way of artillery, the melee is where you belong.
- Lack of Armor: These boys believe that nice pectorals and flowing hair make a perfect substitute for armor. They are wrong. You can get shredded by missiles and artillery, so watch out.
- No Heavy Cav: You have marauder horsemen and some monsters that can fill the role, but it doesn't quite replace the impact heavy cavalry can have on the field. This means you are missing out on some mobile hard-hitting power.
Universal Traits
- Rage: on most of your humans. lets them step up from thier WoC brethren. Overtime while in combat, the unit gains buffs to help it in sustained fights. but when it goes through all of the 4 tiers, they lose it all, so they have to disengage and start agian.
- Berserk: on the namesake units. like Rage but a better melee buff in keeping them in the fight.
Lords
Legendary Lords
- Wulfrik the Wanderer: The face of the race and a dedicated character duelist. He comes with three things that makes him incredible. First of all, the dude gets to ride a friggin war mammoth, which allows him to rampage across the lines of infantry and flatten all in front of him. Next is his ability Hunter of Champions, which allows him to severely debuff the speed and stats of enemy characters which makes it easier for him to beat the shit out of them. Finally is Seafang, or as it's known, "The Lore of Boats". This summons his ship which acts as a line spell and flattens anything it hits. This not only makes him great at character killing but also a great infantry blob killer.
- Throgg:
Generic Lords
- Marauder Chieftan: Your only generic option, and he's essentially Wulfrik only without Seafang or Hunter of Champions. You know, the things that make him really good? On his own he's a generic combat character for the majority of the campaign. What saves him from overall mediocrity is the fact that you can put him on a Mammoth and have him run rampage all across the battlefield. He's one of those lords who can be great, but needs investment in campaign and additional funds in multiplayer in order to really make him worth it.
Heroes
- Shaman-Sorcerer: Your Human wizard with the lore of Metal, Fire, or Death. Put on a Chariot if you want more damage out of him.
- Skin Wolf Werekin: the anti-large melee hero. fast-moving Montrose and regeneration is a deadly combo.
- Fimir Balefiend: Came back from being Squated, a foreshadowing of the fate of the Zoats. Is if you want your fire wizard on foot to be tanky or want Lore of shadows.
Units
Melee Units
- Marauders: Identical to their chaos counterparts, rather squishy. Rage gives them an edge but not too much. useful in filling out a list with more expendable bodies.
- Icehorn Marauders (ROR): better then their Marauder brothers, and stay a pick efficiency all game.
- Marauder Spearmen: cheapest anti-large units to protect your flanks from cav. Die quickly when shooting at.
- Marauders (Great Weapons): Cheap Ap unit. but also low staying power and dangerous in numbers.
- Marauder Berserkers: your damage-dealing infantry, low defense but high DPS and more survivable in melee thanks to Berserker ability.
- Brutes of the Hound(ROR): are Unbreakable. better at finishing the job of breaking or destroying a unit before they are killed to the man.
- Marauder Champions: the Elite infantry, meant to sprinkle them into a line to give them hardpoints so the monster has the time to flank.
- 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.
Missile Infantry
- Marauder Hunters (Javelins): Short range put Powerful anti-large shooting.
- Marauder Hunters: short-range AP and anti-shield units, Deals good damage to shielded infantry. Synergy will with Javelins to take down shielded large units.
Cavalry
- Marauder Horsemen: harrasing range unit. Ok destraction and skirmish chaser but not a good fighter.
- Marauder Horsemen (Throwing Axes): has AP to were down elite units while kiting.
- Marauder Horsemasters: Around better Horsemen, is better at weakening an enemy with harassment charges in addition to throwing javlines.
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 Wolves: 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 is both like the High Elf Dragonborn RoR).
- Skin Wolves (Armoured): Same as above, but with extra armor at the cost of being a tad slower.
- 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.
Chariots
- Marauder Chariot:
- Marauder Ice Wolves Chariot:
Warbeasts
- Norscan Warhounds: what you use to gunk up skirmishers and shooty units.
- Beasts of Tashnar (ROR):
- Norscan Ice Wolves: Warhounds with Frostbite to slow down running targets and let your slower monsters smash them.
Monsters
- Feral Manticore: your Flyer goon to give you an aerial presence.
- Norscan Giant:
- Frost-Wyrm:
- Feral Mammoth:
- War Mammoth: Take everything great about the Mammoth, give it more armor and a howdah with guys throwing spears from it's back. If you can afford it, you can make Doomstacks of Mammoths.
- Soulcrusher (ROR):
- War Mammoth (Warshrine):