My Norsca dreams go as follows: * Aligned characters. Gutrot Spume and Adella spring to mind. With them I'd like aligned marauders for Norsca. Not Chaos Warriors, just the marauder variants. * Monster Hunt Stance ala Rakarth. Make use of that tagline. * Let there be a "all the gods" and "screw the gods" part of the allegiance system (akin to Mortkin). I find it strange that the culmination of the Norsca campaign mandates you pick a side. It'd help Norsca have an identity of its own.
* The devotion system could be change to a system simular to Troys god system. * I would like Norsca to be a faction that is something in-between Chaos and Order lick Old World has hinting at. and the DLC should focos on the non chaos part and missing chaos units can be added in the same way Beastmen are geting new units. * Norsca rely need some elit anti large human units to complet the monster hunting them of the faction.
Norsca isn't very weak, they're just boring and lack content and/or unique mechanics. At least one or two more legendary lords, some more units, and maybe a small rework would be fine for me. Also, tomb kings syndrome with only one lord choice sucks
Yeah, the faction is pretty decent in terms of strength and can snowball quickly if you know what you’re doing, but it gets really boring doing anything since you end up just using a few units and every fight ends up feeling the same, and there is very little difference between the lord choices to make them feel unique.
As far as new lords for Norsca, I’d like a chaos aligned Femir LL and an order/neutral aligned Chieftan LL. Generic lord would be a Femir and FLC lord would be a Shaman Lord
The moment you realize you can raid your own territory is the moment where you can start to play that faction. Good luck finding this by yourself though… I found it by sheer despair - decided to do the stupidiest shit since my campaign was over. Then started a new one and tried it again… game changer (huge drop in armies maintenance and no movement penalty for very minor autority cost… when rebels shows up, it’s free money since your army is already there)
Javelin + Spearmen combo is pretty potent against large units. Skin wolves are good at dealing with skirmishers. There also seems to be some sort of change in charge damage done by cavalry and chariots, so I imagine Ice Wolf Chariots are now pretty good and generate lots of value. Belakor is WoC because of GW. He was in their roster in one of the armybooks and that's all there is to it. He'll probably never become a LoC LL, unless enough people complain about that. Norsca should get their Everchosen usurpation system back, so CA should try and remake a Chaos Invasion narrative, with additional WoC units and daemons available for recruitment. Their roster is fine imo, but the favour system should be expanded into those specific areas to add more flavour. Norsca isn't a race high on the chaos hierarchy, so maybe they shouldn't get ALL the daemons, but at least some daemons would be nice. Marked units are a must. More monster hunts, it's a pretty good mechanic for what it does.
I'd like to see raiding. Maybe as a twist to the caravan system, where you send an army to a different part of the world, they have some dilemmas and then battle(s) at the end. Make it so it doesn't count as a declaration of war, so we don't have meaningless war with someone across the world.
Unpopular opinion: Norsca doesnt need more generic lords. The problem of lord variety can be solved by expanding on the mechanics of dedicating a lord to one of the gods. Unique Lord models, one for each of the 4 gods, and unique abilities for each of those 4 would go a lot further than adding something boring and redundant like a generic wizard lord. Especially when Norsca already has 2 distinct wizard hero types.
My idea for a Norscan rework would actually be to rename the faction "Tribes of Chaos" or something like that and change them from *just* being Norscan to having flavor from the Kurgans, Hung, Mung, and Tong, as well. Push the IE map northward of Cathay to expand out the great steppes(which would also give needed breathing room to add more factions in general) and add a Kurgan LL. Rework the two that already exist and expand out the roster with more steppe warrior inspired units to represent Kurgan and Hung/Mung. I wouldn't really go too far on making them Warriors of chaos-lite though. I think the interesting thing about Norscans and Kurgans is that they're constantly on the precipice of worshipping the chaos gods in their true forms, but don't fully understand their true nature or embrace them until they gain enough glory to be real warriors of chaos. For example, Norscan tribals worship the Chaos gods in the form of four totem animals, rather than knowing their true names and being able to fully summon their power.
Awesome video! I never played norsca but it seems fun if they would make it more aligned to modern standards! I totally agree with "the one lord option sucks" comment. Also a simple lazy fix to choosing what to do with a settlement is just even out the money you get from sacking and razing, that could be done in a hotfix
Norsca desperately needs spice and an identity to separate them from other chaos factions. Longship mechanic maybe as they’re inspired by Vikings but yeah something.
if daniel's lord choices could have WoC red tree, it would make the real undivided daemon we want - a little unique tech tree and a better synergy and meaningful effects from his different customizations would fix a lot - his new start in a MINOR settlement is beating him while he is already on ground... (and the area where he starts is too tiny with boris+archaon VS epidemius+malus) => daniel is not that hard to fix, it just require attention, AT LEAST each coming DLC give a heavy roster to him ! (having fun regulary !)
Id like norsca to have an option to align order id like different rosters depending on alignment id like more werewolf based troops more fimir better chariots they need to give them ap a beserker hero class at least 1 more magic maybe ice or maybe unique. I like the campaign i like huntings settlements norscan economy is actually really good like full tricked ull sack for like 80k and just raid every where the biggest thing with norsca is u have to get students be very conscious about it try and get as many levels on tech completion as u possibly can or ull be unable to keep up with ur conquest dip is easy u can even align with order if u want to depite the aversion. You can actually get 40 percent bonus docks from all factions razing at 4 gives 6 takes off 6 yes buut at 3 its 6 n 4 which means given enough time u can boost 3 to 96 them boost the 4th 10 times and ul be at 76 76 76 60, which is 160 percent increase from ports so it can be done. when u raze u get items alot faster it is slow true to a point but pretty quick ull be fielding like 15 armies and turn wise yeh it wont take long to conquer everything time wise it will take a long time because of the battle fights.
Norsca campaign is really powerful if played well but there roster is so basic ill often have like 10 armies by turn 70 its just the roster they neeeed an expansion its been nearly 10 years and nothing.
Ironically, the biggest problem with "Total War : Warhammer", is now the upcoming of "Total War : Warhammer 40.000" (which, according to LegendOfTotalWar, has been confirmed.) Since the release of "The Prophet and the Warlock" DLC years ago, which introduced the Ratlings, Jezzail snipers and, more importantly, f*cking Nukes, the balance of power gradually shifted towards units with higher range, damage output and area of effect attacks, completely at the expense of melee units. It is even more evident regarding the latest of updates in which multiple new doomstacks of newly added ranged units, all including artillery class capabilities, have ranked the 10/10 score of Legend (with even a 12/10 regarding the dwarven barge) and render entire factions nearly obsolete by their mere existence (the Vampire Coast and Tomb Kings first amongst others.) Point is : melee is disappearing for the sake of ranged firepower. And that's not even up for debate. If you pick any, and i really mean ANY new "Total War Warhammer" player that tries armies like the Skavens or Vampire Counts in their vanilla setting, without ANY DLC whatsoever, they will be left at a SIGNIFICANT disadvantage against the A.I. that has access to the whole roster (especially Skavens.) By no means is it impossible for them to win the campaign vanilla style. But the difference is staggering between having said units on board instead. And considering that Warhammer 40.000 is very much about guns on the oversized end of the spectrum, we currently are having a small "early access" sample of what they'd have in reserve for then (LandSpeeders seems an inevitability for me, for example.) My point is that the problem is not that the older factions need reworks. It's that the shift in technologies (focus on gunpowder) renders any attempt at "reworking" or "boosting" older armies that are centered on melee combat is essentially doomed to fail.
If its need a rework or an update maybe you should make some suggestions. We all can point fingers at "bad things". But as always you suggest nothing. Hearing that its not fun for you to travel across the world AS NORSCA (viking inpsired fantasy) convicned me that you are one of those guys who is trying to play EVERY faction is if it was Karl Franz.
My Norsca dreams go as follows:
* Aligned characters. Gutrot Spume and Adella spring to mind. With them I'd like aligned marauders for Norsca. Not Chaos Warriors, just the marauder variants.
* Monster Hunt Stance ala Rakarth. Make use of that tagline.
* Let there be a "all the gods" and "screw the gods" part of the allegiance system (akin to Mortkin). I find it strange that the culmination of the Norsca campaign mandates you pick a side. It'd help Norsca have an identity of its own.
* The devotion system could be change to a system simular to Troys god system.
* I would like Norsca to be a faction that is something in-between Chaos and Order lick Old World has hinting at. and the DLC should focos on the non chaos part and missing chaos units can be added in the same way Beastmen are geting new units.
* Norsca rely need some elit anti large human units to complet the monster hunting them of the faction.
Norsca isn't very weak, they're just boring and lack content and/or unique mechanics. At least one or two more legendary lords, some more units, and maybe a small rework would be fine for me. Also, tomb kings syndrome with only one lord choice sucks
Which will never happen. Early access gift or whatever it's called. Look at Ogre Kingdoms.
I actually like the monster hunt mechanic, felt like Imrik with the dragons which I also liked a lot.
@oooeee5556 actually someone looked at the files and there are references to new ogre legendary Lords, so CA might finally break the curse
Yeah, the faction is pretty decent in terms of strength and can snowball quickly if you know what you’re doing, but it gets really boring doing anything since you end up just using a few units and every fight ends up feeling the same, and there is very little difference between the lord choices to make them feel unique.
@oooeee5556 there is leaked content for an ogre model
As far as new lords for Norsca, I’d like a chaos aligned Femir LL and an order/neutral aligned Chieftan LL. Generic lord would be a Femir and FLC lord would be a Shaman Lord
The moment you realize you can raid your own territory is the moment where you can start to play that faction. Good luck finding this by yourself though… I found it by sheer despair - decided to do the stupidiest shit since my campaign was over. Then started a new one and tried it again… game changer (huge drop in armies maintenance and no movement penalty for very minor autority cost… when rebels shows up, it’s free money since your army is already there)
They are like the lizardmen, cool faction but very vanilla gameplay mechanics.
Javelin + Spearmen combo is pretty potent against large units. Skin wolves are good at dealing with skirmishers. There also seems to be some sort of change in charge damage done by cavalry and chariots, so I imagine Ice Wolf Chariots are now pretty good and generate lots of value.
Belakor is WoC because of GW. He was in their roster in one of the armybooks and that's all there is to it. He'll probably never become a LoC LL, unless enough people complain about that.
Norsca should get their Everchosen usurpation system back, so CA should try and remake a Chaos Invasion narrative, with additional WoC units and daemons available for recruitment. Their roster is fine imo, but the favour system should be expanded into those specific areas to add more flavour. Norsca isn't a race high on the chaos hierarchy, so maybe they shouldn't get ALL the daemons, but at least some daemons would be nice. Marked units are a must. More monster hunts, it's a pretty good mechanic for what it does.
I'd like to see raiding. Maybe as a twist to the caravan system, where you send an army to a different part of the world, they have some dilemmas and then battle(s) at the end. Make it so it doesn't count as a declaration of war, so we don't have meaningless war with someone across the world.
Unpopular opinion: Norsca doesnt need more generic lords. The problem of lord variety can be solved by expanding on the mechanics of dedicating a lord to one of the gods. Unique Lord models, one for each of the 4 gods, and unique abilities for each of those 4 would go a lot further than adding something boring and redundant like a generic wizard lord. Especially when Norsca already has 2 distinct wizard hero types.
My idea for a Norscan rework would actually be to rename the faction "Tribes of Chaos" or something like that and change them from *just* being Norscan to having flavor from the Kurgans, Hung, Mung, and Tong, as well. Push the IE map northward of Cathay to expand out the great steppes(which would also give needed breathing room to add more factions in general) and add a Kurgan LL. Rework the two that already exist and expand out the roster with more steppe warrior inspired units to represent Kurgan and Hung/Mung. I wouldn't really go too far on making them Warriors of chaos-lite though. I think the interesting thing about Norscans and Kurgans is that they're constantly on the precipice of worshipping the chaos gods in their true forms, but don't fully understand their true nature or embrace them until they gain enough glory to be real warriors of chaos. For example, Norscan tribals worship the Chaos gods in the form of four totem animals, rather than knowing their true names and being able to fully summon their power.
Esti roman? They should put back the upkeep reduction from the growth building
Yes
@@Costin_Gamingwhat you’re Romanian ?
Awesome video! I never played norsca but it seems fun if they would make it more aligned to modern standards! I totally agree with "the one lord option sucks" comment. Also a simple lazy fix to choosing what to do with a settlement is just even out the money you get from sacking and razing, that could be done in a hotfix
Seems like a simple fix. Add a marauder warleader hero, shaman sorcerer lord and fimir Matriarch to balance the books.
Norsca desperately needs spice and an identity to separate them from other chaos factions. Longship mechanic maybe as they’re inspired by Vikings but yeah something.
The most forgotten faction.
if daniel's lord choices could have WoC red tree, it would make the real undivided daemon we want
- a little unique tech tree and a better synergy and meaningful effects from his different customizations would fix a lot
- his new start in a MINOR settlement is beating him while he is already on ground... (and the area where he starts is too tiny with boris+archaon VS epidemius+malus)
=> daniel is not that hard to fix, it just require attention, AT LEAST each coming DLC give a heavy roster to him ! (having fun regulary !)
Id like norsca to have an option to align order id like different rosters depending on alignment id like more werewolf based troops more fimir better chariots they need to give them ap a beserker hero class at least 1 more magic maybe ice or maybe unique. I like the campaign i like huntings settlements norscan economy is actually really good like full tricked ull sack for like 80k and just raid every where the biggest thing with norsca is u have to get students be very conscious about it try and get as many levels on tech completion as u possibly can or ull be unable to keep up with ur conquest dip is easy u can even align with order if u want to depite the aversion. You can actually get 40 percent bonus docks from all factions razing at 4 gives 6 takes off 6 yes buut at 3 its 6 n 4 which means given enough time u can boost 3 to 96 them boost the 4th 10 times and ul be at 76 76 76 60, which is 160 percent increase from ports so it can be done. when u raze u get items alot faster it is slow true to a point but pretty quick ull be fielding like 15 armies and turn wise yeh it wont take long to conquer everything time wise it will take a long time because of the battle fights.
Norsca campaign is really powerful if played well but there roster is so basic ill often have like 10 armies by turn 70 its just the roster they neeeed an expansion its been nearly 10 years and nothing.
Ironically, the biggest problem with "Total War : Warhammer", is now the upcoming of "Total War : Warhammer 40.000" (which, according to LegendOfTotalWar, has been confirmed.)
Since the release of "The Prophet and the Warlock" DLC years ago, which introduced the Ratlings, Jezzail snipers and, more importantly, f*cking Nukes, the balance of power gradually shifted towards units with higher range, damage output and area of effect attacks, completely at the expense of melee units. It is even more evident regarding the latest of updates in which multiple new doomstacks of newly added ranged units, all including artillery class capabilities, have ranked the 10/10 score of Legend (with even a 12/10 regarding the dwarven barge) and render entire factions nearly obsolete by their mere existence (the Vampire Coast and Tomb Kings first amongst others.)
Point is : melee is disappearing for the sake of ranged firepower.
And that's not even up for debate. If you pick any, and i really mean ANY new "Total War Warhammer" player that tries armies like the Skavens or Vampire Counts in their vanilla setting, without ANY DLC whatsoever, they will be left at a SIGNIFICANT disadvantage against the A.I. that has access to the whole roster (especially Skavens.)
By no means is it impossible for them to win the campaign vanilla style. But the difference is staggering between having said units on board instead. And considering that Warhammer 40.000 is very much about guns on the oversized end of the spectrum, we currently are having a small "early access" sample of what they'd have in reserve for then (LandSpeeders seems an inevitability for me, for example.)
My point is that the problem is not that the older factions need reworks. It's that the shift in technologies (focus on gunpowder) renders any attempt at "reworking" or "boosting" older armies that are centered on melee combat is essentially doomed to fail.
If its need a rework or an update maybe you should make some suggestions. We all can point fingers at "bad things". But as always you suggest nothing.
Hearing that its not fun for you to travel across the world AS NORSCA (viking inpsired fantasy) convicned me that you are one of those guys who is trying to play EVERY faction is if it was Karl Franz.
"as always"
Dude has a ton of videos with suggestione, even if they're not very clearly presented in the videos
does anyone not know they can run mods? scm tribes of the north mod adds a lot of content.
Mods existing doesn't mean ca should just leave factions in the dirt. Also the quality is never quite there for modded factions and units.
i’m running around 120 mods rn and most are better than the DLC’s
Add reworked chieftain skills, more lords and hero types
Oh yeh monster hunts are just uselss a complete waste of time u do not have time to do these and on the hardest levels.