The winter winds of the North stir and it’s time for the Norscan hordes of 168澳洲幸运5开奖网:Total War: Warhammer 3 to venture South into the warmer lands now that Immortal Empires has doubled it in size once again. There are hundreds of settlements to🥃 burn and factions to wipe out, so grab Throgg and Wulfrik and s𝄹addle up for a globe-trotting tour of chaos.
Though Norsca's roster is not great when compared with the other factions, there are rumors it’s going to be getting a rework. In the meantime what they have is pretty decent. So for those looking to take these Nords out on a campaign of carnage, here’s a rundown of their entire roster of Norsca’s units ranked from best (S-Tier) to worst (C-Tier).
S-Tier
Mammoth: Sporting chunky health bars, high damage, and the propensity to go into a berserk Frenzy, Mammoths are line-breaking tanks of fur and fury. Coming in three flavors, one of which buffs friendly troops and another that adds ranged javelin attacks. Mammoths are a high-health, top-tier endgame unit for the barbarian hordes of Norsca, probably the best part of their DLC and you can’t do without at least one by turn 100. Plus, Wulfrik The Wander has one as a mount and a large number of his skills go towards reducing their costs and upkeep. U𝓀sed right you can have a horde of them roaming around for neꦿxt to nothing.
Skin Wolves: High damage-dealing fast movers, the Skin Wolves are the ideal ambush unit for Norsca. They can put out a lot of pain and it'll take an entire regiment to put them down. Their unit number may be small, but these walking dogs of war come with regen, Anti-Large, and a Frenzy mode that can shred anyone nearby. Their cavalry speed also makes them great at charges or catching up to other fast-moving units.
Frost Wyrm: An eldritch ice drake enslaved by the master huntsmen of the Northern Tribes. Frost Wyrms are flying, fire-breathing monstrosities that can tear apart infantry or go toe-to-toe with mos🐽t other large monsters. Though they cost over 1700 gold with an upkeep of about half that, these scaly ice boys are only worth it if you have the economy to cover it. But, their innate ability to inflict Fear and Frostbite on those around them also makes them great for routing weakened troops. Plus, their Frost Breath ability works well on large infantry blobs.
A-Tier
Marauders: Marauders are your main infantry force for Norsca and they do a lot of heavy lifting. They're fairly expendable, they have a lot of different variants that are much more useful. For example, they could have great weapons, spears, or dual-wield axes as Berserkers. There are also Champion versions that are essentially the tier-3 version of these units. Unfortunately, they don't get access to the various customization options that the hordes of Chaos have, but they're still a solid choice for infantry.
Trolls: Regenerating steamrollers that can crush skulls with their hammers and torpedo dents into enemy formations with their charges. Trolls are cheap, great for flanking maneuvers or battering down the doors of a fort during 168澳洲幸运5开奖网:Siege Battles, and despite a weakness to range and fire, they're a solid early to mid-game choice. Plus, Norsca gets access to Frost Trolls which come with a chilling debuff.
B-Tier
Marauder Hunters: If you’re looking for a good ranged option then the Marauder Hunters are what you need. There are Javelin and Axe-Throwing variants, with one being marginally better at melee than the other. Their range is decent and their Armour-Piercing makes them good at taking down some of the big tough monsters, which makes sense as they are Hunters after all. They're also very cheap, so it's easy to churn out a horde of them pretty quickly, especially if you're taking on some of Throgg's special 168澳洲幸运5开奖网:hunting missions.
Marauder Horsemen: Ranged skirmishers on horseback, Marauder Horsemen are great for wearing down big monsters or infantry as they get close to your battle lines. Though they're easy to route, they provide both Axe and Javelin throwing variants which specialize them into either Anti-Infantry or Anti-Large so there's some nice adaptability going on. Though they have very little ranged protection and if caught in melee they die pretty quickly. The most you'll need is one or two in an army, any more and you're just asking for trouble.
Norscan Giant: The Giants of Norsca are nothing like their Southern, temperate climate cousins. These battle-scarred, frostꦦ-spraying behemoths work great with support and can terrorize troops into fleeing for their lives. They inflict Terror upon all that come near and their massive clubs can carve huge chunks out of infantry 🗹health bars in just a few swings.
Fimir Warriors: A monstrous m💛elee unit bedecked in solid plate armor, Fimirs are the armor-breaking damage dealers for Norsca. Though their model number is a little understaffed (four at Small, 16 at Ultra), their ability to sunder armor makes them a great support troop against tough late-game units. Plus they also have a 22 percent missile resistance thanks to their From The Mist ability.
C-Tier
Feral Manticore: If ever there was a unit that was a complete waste of time it would be the Feral Manticores. Whilst they’re useful for tying up archers or flying straight on top of artillery at the start of a battle, they drop into Rampage without warning even at high health. Which leads to them ending up in fights they really can’t handle. Thౠey’re a massive liability and should ♈be considered expendable if you ever decide to use them.
Norscan Warhounds: Marginally better than Feral Manticores. These Doggos of the Frozen North are good boys when it comes to ambush attacks on Archers, Sওiege Engines, and routing units. But if they 🅰get stuck and surrounded it’s game over. Their Vanguard deployment makes them great at herding enemy armies into a large ball before the main force arrives, but their low armor makes them vulnerable to being picked off at range.
Marauder Chariots: Save yourself some gold and don’t buy Marauder Chariots. Unless you can guarantee fights that require charging into the back lines, they’re pretty useless. They're only good when they're pushing through a thin line of swordsmen or something smaller as any model object larger than them will make them stop dead in their tracks. Their leadership is low, and if they take sustained missile fire they rout frustratingly fast. For most fights they’ll end up sitting around half dead or getting stuck because of pathing issues that still occasionally plague the game, so don’t bother with Chariots.