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Total War: Warhammer Game Guide by gamepressure.com

Total War: Warhammer Game Guide

Table of Contents

Units | Norsca TW: Warhammer Guide

Last update: 23 August 2017

As we've already established at the beginning, the backbone of Norscan army are light infantry units and a broad range of strong monsters. Additionally, Norscan humans have the Rage ability, which gradually increases their stats. They don't have long-distance ranged units or artillery, and the choice of heavily-armored infantry units is very limited.

Melee infantry

Playing as Norsca, you have access to the following melee infantry:

  1. Marauders - the simplest infantry available here. Standard attack and damage, but virtually no armor. Their shields provide some cover from fire. Use them only at the beginning and try to switch to better units soon. By the time you begin attacking the civilized nations, they ought to have been already substituted with Champions.
  2. Marauder Spearmen - a variant of the unit above. They have a bonus for fighting bigger enemies, as well as somewhat better defense, but they have worse attack and damage. They also don't have any shields, which makes them very susceptible to enemy fire.
  3. Marauders with Great Weapons - the third variant of the Marauder. Compared to the regular variation, they have better charge and armor piercing, which isn't particularly useful against lightly-armored Norscans at the beginning. They're also more expensive, have poorer defenses, and don't have shields. Basically a pretty useless formation.
  4. Marauder Berserkers - now, those guys are a lot better in melee combat than the three formations above. They have some skills to boost their abilities, plus they're immune to fear and terror. However, much like the unit above, they don't have shields, so they can be easily eliminated with ranged units.
  5. Marauder Champions - they're much better armored than the remaining Norsca units and they do have shields. Their greatest problem is poor armor piercing. Because it's rather lame, they may lose a fight with a theoretically weaker formation if it only has good armor and better armor piercing.
  6. Marauder Champions with Great Weapons - this is a variant of the previous unit. They have a better armor piercing, which comes at the cost of melee defense. They have no shields, so they're susceptible to enemy fire.

Ranged units

The Norsca have access to the following ranged units:

  1. Marauder Hunters with Javelins - this unit has a pretty short range, which makes them useless as a countermeasure for other ranged units. However, they deal a lot of damage (without armor piercing), which makes them very useful during the initial stages of the game, when you're fighting basic Norsca units. They're also useful against monsters.
  2. Marauder Hunters - this is a variant of the previous unit. They're slightly better in melee combat, but their range is even shorter. On the other hand, their armor piercing is pretty good, so if you only manage to get around the enemy and attack from behind, they might just deal some serious damage.

Ranged cavalry

The Norsca have access to the following ranged units:

  1. Cavalry Marauders - technically speaking, they're the weaker version of mounted marauders; they have shorter range and deal less damage without a monster bonus. They can be used to fight lighter units, being rather useless against anyone else. An additional advantage they have is their speed and the possibility of deploying them outside regular zone before battle.
  2. Marauder Horsemen with Throwing Axes - a variant of the previous unit. Even worse range, but at least the armor piercing's right. They're useful for pestering heavier units.
  3. Marauder Horsemasters - a stronger version of marauder cavalry. Their greatest advantage is the strong armor.

Chariots

The Norsca have access to the following war chariots:

  1. Marauder Chariot - this unit is very good for charging and breaking enemy lines. However, if it gets surrounded it won't stand long - you have to constantly maneuver. This makes this unit useless on many occasions.
  2. Marauder Ice Wolves Chariot - a more powerful version of the above unit. It's the fastest chariot in the whole game, it's also faster than nearly any mounted unit in the game. Apart from melee attacks, it can also throw javelin at the enemy, which is a good addition to damage. It causes fear. However, it has the same issue as the previous one - if surrounded, it's virtually helpless.

Flying units

The Norsca have access to the following flying units:

  1. Feral Manticore - one of the few flying monsters in the game that fights all by itself. It's fast and it has additional resilience against ranged attacks. It deals a lot of damage, causes fear and terror. The downsides are poor armor and poor armor piercing. If surrounded, it can be killed quickly. Useful for eliminating artillery.

Frost Wyrm - a stronger variation of the Manticore. It's fast and deals a lot of damage, plus it has good armor piercing. It also has much better armor and it slows the enemy down with every attack. The downside is that it's very susceptible to fire.

Beasts

Norsca can access the following monster units:

  1. Norscan Warhounds - very fast units, perfect for eliminating enemy artillery and harassing ranged units. Pretty much useless against melee units - their attack and defense stats are very low.
  2. Norscan Ice Wolves - upgrade for the Warhounds. Stronger, and can cause fear in enemy units, making then even better at butchering ranged units. Additionally, their attacks can cause frostburn, which significantly slows enemy units for a short time.
  3. Norscan Trolls - a strong unit with good armour-piercing capabilities that make the trolls good melee units. Their downside lies in low discipline and weak armour, making them easy to take down, especially by ranged units. They can regenerate some life points, but the price is their increased weakness to fire-based attacks.
  4. Norscan Ice Trolls - upgraded trolls. Even more powerful and able to slow enemy units with frostburn. Their weak spots - low discipline and armour - are still there though.
  5. Skin Wolves - a rather peculiar unit, as it posesses a bonus agains large enemies. This makes the Wolves very effective agains beast units and cavalry. What's more, they can even stand up to units, against which they should have no chance in theory. The wolves are rather fast, and have the frenzy skill (+12% weapon power, +8% melee attack, +8% charge bonus, and immunity to fear and terror if their discipline is above 50%), can regenerate health, and cause terror. The thing they lack is armour, which makes them vulnerable, especially against ranged attackers.
  6. Skin Wolves (Armoured) - upgraded Skin Wolves. Much better armoured, but also slower, which is why they may have trouble intercepting even heavier cavalry units.
  7. Fimir Warriors - overall quite similar to the trolls, but with better amour and discipline. Additionally, they deal magic damage (which makes them a poor choice when fighting dwarves) and can significantly weaken enemy armour. Low speed is their main downside, and their weapon strength, while weaker then trolls', has similar armour-piercing capabilities. Their additional advantage is increased resistance to projectiles if their discipline is above 50%.
  8. Fimir Warriors (Great Weapons) - a variation of Fimir Warriors. The have slightly increased weapon power for the price of slightly lowered melee attack and defence.
  9. Norscan Giant - in theory, a very strong unit with an impressive amount of hit points, capable of dealing a terrifying amount of armour-piercing damage and causing terror in enemy units. In practice, it's barely armoured and very slow - any army with a decent number of ranged units will take down a giant before it can even come close.
  10. Feral Mammoth - in some aspects the Mammoth is similar to the Giant. It's got an impressive amount of health, deals comparable armour-piercing damage, and sports a small bonus against infantry. It may be a bit faster than its bipedal counterpart, but it's protection is equally poor (making it equally vulnerable to projectiles) and it's got inferior discipline and melee attack.
  11. War Mammoth - an upgrade to the Mammoth. It's much better armoured, has a lot more hit points, and increased discipline and melee attack. Its additional advantage are the javelin throwers on its back. The javelin wielders have limited range, but they make up for it with a good ammo supply and ability to deal additional damage to cavalry and beast units.
  12. War Mammoth (Warshrine) - another variation to the Mammoth. It's almost as slow as the Giant and lacks the ranged unit on its back. What if does have, is the ability to support allied units. It provides a permanent bonus to discipline to units in range, and can provide an ally with the unbreakable atribute and a fire damage buff. This unit is also very pricey. In fact, it's the priciest beast unit in the whole game.
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