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In the far north, between the Chaos Wastes and the Sea of Claws, lies Norsca. A barren, inhospitable peninsula in the far north of the Old World, it is home to ferocious tribes of warriors, hardened by the relentless blizzards, the barren icy tundra and the monstrous denizens of this accursed land. Fanatical servants of the dark gods, they will stop at nothing to prove their primal might, in a relentless hunt for worthy foes and fresh raiding grounds. Playstyle A Norscan campaign is one of relentless pillage and ruination. Their principle sources of income are raiding and sacking. This lends itself to a very mobile and combative playstyle – always keeping your armies on the move and often in contention with other factions. Razing settlements enables you to erect monoliths to the dark gods of Norsca… and the gods always reward the faithful! In battle, Norscan armies are swift and vicious, featuring a backbone of increasingly fierce and more heavily armed Marauder infantry units. With the right buildings in place, they can also recruit a wide array of monstrous units such as Trolls, Fimir Warriors, Norscan Ice Wolves and Skin Wolves. At the top of the tree are the Frost-Wyrm and the colossal War Mammoth.
What joy for the dark gods! Wulfrik or Throgg can rise up in the far north to oversee the world with chaos. And they do! The faction of Norsca is a very nice mixture of beasts and a Viking/Barbarian/Chaos Warrior mixture. The faction as such is actually...
peppered with a lot of nice new mechanics and new units. Nevertheless, one should mention a few things that have personally disappointed me. But let's get to the positive things first.
+New mechanics for invoking the individual chaos gods
+Excellent mixture of building construction and units
+Interesting task battles
The negative and respectively given away aspects
The beasts are almost all effortlessly available
-the tasks of the characters Wulfrik/Throgg remain rather irrelevant accessories
Brogg's potential. Unfortunately the monster hunts are actually degardiert to a small side stage. Besides perhaps the first hunt, the Frostwyvern, one has access to almost all beasts. That makes the compulsion or the incentive low to pursue these tasks consistently since apart from rewards and a chopped off entry nothing changes. Here one should perhaps have regulated it in such a way that one must defeat the individual beasts really all once in order to be able to tame them.
Same with the side quests of the main characters. They are there, but it does not hinder progress in any way if they are simply omitted. But what's the point of doing annoying side tasks if you can face up to your settlements to conquer in order to achieve victory?
Notwithstanding, there are very nice innovations that certainly enrich the game and the time up to Total War War Warhammer II :)
(Reviews might be translated for user convenience)