Warhammer 3 Immortal Empires Wulfrik - Norsca campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Wulfrik - Norsca campaign overview, guide and second thoughts

Warhammer 3 Immortal Empires Wulfrik - Norsca Campaign Overview, Guide And Second Thoughts


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Hello everyone. In this guide I will cover:

- Victory conditions, faction and climate;

- Starting location;

- Diplomacy and outposts;

- Mechanics of the race and faction;

- Province edicts and army stances;

- Buildings and research;

- Lords and skills;

- Army compositions;

And give you my final notes on the specific faction. Hope you enjoy it.

For those that prefer to watch the video (and it supports me):

https://youtu.be/NKYZS49Pgjs

For those that prefer to read:

VICTORY CONDITIONS:

Short victory:

- Obtain level 2 allegiance with any god;

- Occupy, loot, raze or sack 35 different settlements.

Reward is decent, as winds of magic reserve increased for all armies is always good for Norsca since they do rely on it a bit.

This is quite a nice short campaign, you should be able to obtain this without giving it too much thought, so if you have never played Norsca, give it a try now 😉

Long campaign:

- Achieve the short victory condition;

- Occupy, loot, raze or sack 80 different settlements;

- Achieve level 3 allegiance with one of the gods;

- Defeat all challengers sent against you.

Reward is +10 lord recruit rank, decent of course to ensure your new armies are always led by competent generals.

This may prove to be lengthy, due to the mechanic in itself. It is recommended that you get a few more buffs from the other gods before closing the allegiance level (more on that in the mechanics).

Wulfrik has the gift of tongues, which gives him less upkeep for marauder units and more melee attack for Mammoth units.

It is decent for combat, allows a bit more flexibility in the early game, but nothing too interesting, unless you plan to have Mammoth only armies.

As for climate, hehe, go for it. One of the best factions to achieve global domination with, they can go anywhere, they are just like Anakin and dislike sand, but other than that, domination it is;)

STARTING LOCATION:

It is a 2 settlement province, easy to defend, but you must still be wary of the sea.

Initially, other Norsca enemies are your main opponents, but soon Chaos, Kislev, Empire, Festus, Bretonnia, Dark Elves... you are part of Chaos, so do not expect many friends, even among your ilk.

Typical expansion is to go over Norsca, then anywhere you wish. One of the more sandbox campaigns, so I will just leave it to you, go anywhere you wish for fun. A small note you will see later on: ports are incredible for this faction.

DIPLOMACY:

You are part of Chaos, so the typical enemies will be anyone in the order, neutral, or evil side honestly. (Considering Chaos it's own). For allies, maybe you can get some Skaven, Ogres, Dark Elves if you manage should be interesting.

Outposts with those should be insane. Skaven for those missiles and artillery, Dark Elves as well.

MECHANICS OF THE RACE AND FACTION:

- Confederation mechanic works exactly like the Greenskins. You defeat the enemy lord that is a leader of the faction and you get the chance to confederate them. Simple.

- Allegiance of the Gods is quite useful. Not only it provides faction wide buffs, but it ends up in a high note of a nice lord or specific hero to help (of your choice).

- Note that it LOCKS once you reach level 3. It implies that you should try to get the other gods to level 2 before reaching that level 3, so delay a bit. Once it locks, you also have an event that will give you even further buffs for your faction 😉

- Monster hunts are typically quests that will show up where you need to go and fight a battle. These are unlocked via research. The rewards range from a new unit, some items, which is pretty interesting, I wish they would just do more of these.

- Your faction does not build any walls. Yikes. That is an issue for long playthroughs for this faction, so keep an eye out for your undefended settlements.

- In addition, as mentioned above, ports give insane income, and they are increased by EACH of the allegiances of the gods. So you can have several, and augment that into crazy amounts.

PROVINCE EDICTS AND ARMY STANCES:

Edicts:

Corruption;

Growth, construction costs reduced;

Campaign movement range reduced for enemies; attrition reduced when you are under siege;

Recruitment cost reduced; local recruit capacity +1;

Quite typical ones, shame there is no research or income, but construction costs alongside growth should be most of the time, the others used circumstancially.

Army stances:

Raiding camp only needs 25% movement points for it; among the other typical effects, it gives +20% replenishment rate, and -20% upkeep(!); So, go for it!

Raiding costs no movement points, combines the winds of magic with an additional -30% upkeep (!);

Ambush for 25% movement;

Forced march

Not only do we have a crazy amount of income from ports, but you can have income from raiding AND reduced upkeep for your army in any army. You should always be in one stance or the other, try to avoid being in normal stance.

BUILDINGS, RESEARCH:

- Initial settlement has no special buildings 🙁

- 6 military buildings for full military, 2 of which can be built in minor settlements. It is decent, considering you do not have a lot of slots to build upon typically.

- Tier 3 units are very good. Your elite infantry, good cavalry, trolls, Skin wolves, and chariots, they all get to shine in the early to mid game, and some even to the lategame.

Infrastructure:

1 - Control, corruption, hero recruitment building;

2 - Growth and income from post-battle (adjacent regions);

3 - income building;

You also have kind of an infrastructure building with the Offerings building, giving replenishment rate, recruit rank, and experience to units in the province.

- Ports are super important. Income (a lot), growth, replenishment - bam, three of the most important things for any settlement, right there.

Research allows a lot of upgrades for units; it also unlocks the monster hunts mechanic.

In addition, and the best thing about it, is the crazy good buffs you can get by occupying specific capitals of other races. Search each one for all the possibilities, but once you own even 3 of them, you are completely overpowered.

Warhammer 3 Immortal Empires Wulfrik - Norsca Campaign Overview, Guide And Second Thoughts (continuation)


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LORDS, SKILLS:

- Blue line has Norse Resilience and Unnatural healing for replenishment, so if you get both you have 9% with just 2 skill points. Compare that with the 6% with 3 skill points of every other race...

You also have reduced upkeep from Norsca in the end of the blue line.

- Redline skills are pretty average, and they may prove expensive. There are some great inexpensive combinations that you can use. You do benefit from the blue line being overall less expensive than other factions.

- Heroes are crazy good. You have 2 caster types, with the Balefiends and Shamans, and the Skin Wolf Wereskin is a great melee fighter himself.

- Balefiends provide replenishment too. Norsca is really good at it, if you have not been noticing.

ARMY COMPOSITIONS: (see pictures below):

Some interesting notes with trolls and skin wolves on the same skill line, when they are both anti-infantry and anti-large, giving you some flexibility.

Fimir and Mammoths on just one skill line, and your infantry is also on another, so your early game troops can lead you into the lategame ones.

Wulfrik gives bonuses to marauders and skinwolves, and the faction bonus to mammoths, so of course some combinations of those are shown here. Notice they are expensive in terms of redline skill points.

I provide you next with a few alternatives, first a fairly melee based, then a chariot and skin-wolf based, and finally a mixed early style army.

Finally, you definitely can have just a fimir or troll army, or something with some flyers. I have used all those in the past in WH2 so I can vouch for these army compositions being interesting to use.

FINAL NOTES:

A great sandbox experience for certain. Wulfrik leading Norsca is always fun to play.

Their mechanics end at one point or another, but not without reflecting a lot in the gameplay.

One of the RICHEST factions in the game definitely, and also one of the best to replay and focus on different areas. You can go anywhere, so imagine sailing to conquer a specific capital to obtain a buff that changes the campaign entirely.

Your army consists of:

1 - Damage dealing infantry;

2 - Short-range missiles;

3 - Average cavalry and chariots;

4 - Great monstrous infantry;

5 - Great single entities;

6 - Lack of artillery and overall range;

7 - Small roster;

Excellent replenishment. Between lord/hero/research/buildings/mechanics/raiding camp stance you reach that 50% cap in many ways. Plus, you have nearly no negatives from climate.

Excellent replay value and one of the more interesting ideas in gameplay. I believe now it is time for you guys to play with Wulfrik the Wanderer.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2940465291					

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