![]() ![]() No replenishment because raze only but not a horde. As it stands they are yet another Norscan unit that takes too much of a kicking to hold up through the campaign.ģ. ![]() Some pounce animations and knockback like Minotaurs have that make them better than every other monstrous infantry in prolonged combat. TOTAL WAR WARHAMMER NORSCA GINAT EYEALL SKINGive Skin Wolves better ability to disrupt enemy infantry in prolonged melee. Their vulnerability to mobbing makes Skin Wolves a cavalry or monster sniper and the armoured ones are too slow to catch cav and most other monsters have loads of AP. TOTAL WAR WARHAMMER NORSCA GINAT EYEALL UPGRADEThey’re a higher tier and cost more but you still have to trade off 10 speed to get a not even particularly good armour upgrade (70 is like the lowest point where armour starts being meaningful against non-AP enemies), and at tier 4 there’s way too much AP on the field to notice. ![]() Make Armoured Skin Wolves a better upgrade over the basic ones. Make Fimir tougher against missile attacks by giving them some level of missile resistance so their low speed doesn’t make them so horribly vulnerable. Make the throwing axe horsemen into a light melee cav with a precursor weapon. Marauder Hunters’ throwing axes are too short ranged to make a viable ranged weapon, so combine these two units into a single basic melee unit with a precursor weapon. First stage should come online after 15 not 45 seconds, then stages after that can be either 30 or 45.Ĭombine Marauders and Marauder Hunters into a single unit. Make Rage and Berserk come online faster, and frontload the physical resistance on Rage like Berserk. That means that a Norscan army tends to walk out of victories in a pretty ragged state. Trolls, as usual, break at the first sign of incoming fire because their leadership is bad for anyone but Throgg, and Fimir are too slow and get shot to crap because of it. Large, that means they suffer the usual problems of monstrous infantry, getting surrounded and ganged up on. This extends to many of their monsters as well, Skin Wolves have a low entity count and a lot of their damage is tied up in Bonus vs. A good part of this is because Rage/Berserk which is supposed to be their bonus for being in melee takes too long to come online to the point it starts giving them any resistance.Įven when they win, Norscan infantry takes a mighty shoeing. Unfortunately though quite a lot of the roster is quite fragile, especially the basic marauder and berserker units. Norsca is pretty much an all-melee-all-the-time roster, with only a few short range missile infantry and skirmish cavalry options. There could be an endgame tier of favour techs as well as an alternate sink for this resource, and it could possibly allow limited recruitment of some Warriors of Chaos units like Chosen or Chaos Knights.Ģ. That would let you keep building your stacks further up after you’d hit the point where you are acknowledged as champion (razing a settlement should give you enough to apply 1-2 upgrades). I would suggest this should start earning the Favour resource, which can be spent on unit upgrades themed around the god you have committed to (like scrap upgrades/aspects, but your choice of what upgrade you get is locked in by which god you committed to), and also possibly unlock a special hero recruitment which gives you access to either the lore of magic of your god or a berserker melee hero for the Hound. What Norsca needs here is something to gain from continuing to raze settlements after capping out the bar. Norsca’s interaction with non-Norscan settlements revolves around their razing for favour mechanic, which is a problem for them because it only takes 17 razed settlements to max out favour and spark the endgame, after which your only interaction with the majority of settlements that can continue to advance your campaign by destroying your enemies gets you nothing, but takes ages for reasons we’ll come to later. This is about the interaction Norscans have with non-Norscan/Coastal settelements. This is not actually about the Norscan settlements, since minor settlement battles are coming in Warhammer 3 those will include Norscan settlements and make actually defending them potentially viable. Having played a recent Norsca campaign where I sent Wulfrik on a tropical holiday to Hexoatl, I've crystallised some thoughts on what I think needs doing with them in Warhammer 3 to bring them up to a more fun and playable state.
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