Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In combat, the armored wolves hit one flank from the front while the unarmored ones wrapped around that flank. That alone usually led to a quick rout where the ice wolves came in. Nothing that routed ever came back and the shock of the charge usually led to quick routs. In most 20v20 situations, I won within a few minutes.
Never liked the marauders much and trolls have too low of leadership for my liking. I only really use single unit giants if they’re flying such as the wyrm. If I did use something else, it was generally fimirs as they seemingly did better than other options, though I usually stuck with the wolves. No idea if that still holds up though.
Your army composition looks really interesting, I will try it in my next campaign
So let's say you have Throgg, 8 ice troll units (you may have more, or a bit less, no problem) as a backbone of your army. 2-3 War Mammoth never hurt even if Throgg does not specialize on them. They are just amazingly strong and useful vs Norsca's usual enemies. 2-3 Frost Wyrms for breaths and tactical charges. BTW, Throgg has a skill improving Wyrms too - that is apart from red skill line.
Also, a hero with replenishment, a sorcerer. This is already 15-16 units. The rest is up to you.
I like to have 2 units Marauder Horsemasters, 2 reasons. 1) They are very cool at the beginning. Capable in flank-charging, fast, and are decent shooters. 2) They are useful even in the endgame when you need a fast unit to trample retreating enemy cavalry or lord/hero.
Also, you may keep 2 Marauder Champion units with armor-piercing for a case where you have to deal with strong anti-large armored infantry of enemy (though you will not have to fight vs Chosen). But even then, Mammoths can deal with those as well.
As far as sieges, you do not need infantry especially for walls. Wyrms take care of walls + Gates are broken fast enough and your monsters break into central square, forcing enemy to abandon walls.
As far as Wulfrik...Well, as I said, War Mammoths are amazing by themselves, but with Wulfrik's bonuses they are just uber. So, 8 war mammoth + Wulfrik, or you can even hire 10 mammoths, why not, if your money is sufficient..Then the same - a couple of Wyrm units, 2 Marauder Horsemasters, 2 heroes for replenishment and casting. The rest is up to you. You may have a few skin wolves as Wulfrik specializes on them, but to my mind, Skin Wolves are not fast enough to be considered a fast unit that can chase retreating cavalry, and too weak in combat to be considered strong. So just hire what you like. I sometimes hire certain units even though they are not that efficient strength/cost wise, just because I like their looks :)
most of this is rly cheap and can be build relativly early, which is important with norsca since you want to hit empire asap, also its all easy to use effectivly
Lol, I did not happen to fight elite chaos or dwarven infantry, so they had no problem in smashing enemies in frontline.
Only issue I had was with fast archers harrasing my trolls, but that was more annoying than dangerous.
Anyway, did you win that battle? :D
I don't know, I think Fimirs might have better leader ship and on that note, I like to know why they couldn't have their own faction lead by Balor.
I had to reload and put in some champs then np :P
2/ i prefere wulfrik starter lord
3/ fimir are way better than frost troll
Technically the fimir balefiend counts as monstrous infantry but he's terrible in melee compared to other monstrous casters (like tree men). In comparison the sorcerer gets a chariot which means even if he can't cast, he can run units down, has a decent charge, etc.
The balefiend should really get a mount or be more useful in melee combat, better anti-infantry capabilities or something.