![]() I would suggest this should start earning the Favour resource, which can be spent on unit upgrades themed around the god you have committed to (like scrap upgrades/aspects, but your choice of what upgrade you get is locked in by which god you committed to), and also possibly unlock a special hero recruitment which gives you access to either the lore of magic of your god or a berserker melee hero for the Hound. What Norsca needs here is something to gain from continuing to raze settlements after capping out the bar. Norsca’s interaction with non-Norscan settlements revolves around their razing for favour mechanic, which is a problem for them because it only takes 17 razed settlements to max out favour and spark the endgame, after which your only interaction with the majority of settlements that can continue to advance your campaign by destroying your enemies gets you nothing, but takes ages for reasons we’ll come to later. ![]() This is about the interaction Norscans have with non-Norscan/Coastal settelements. This is not actually about the Norscan settlements, since minor settlement battles are coming in Warhammer 3 those will include Norscan settlements and make actually defending them potentially viable. Having played a recent Norsca campaign where I sent Wulfrik on a tropical holiday to Hexoatl, I've crystallised some thoughts on what I think needs doing with them in Warhammer 3 to bring them up to a more fun and playable state. ![]() ![]()
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