![]() I have mentioned 19 of the units, there are 27 in total with plenty of options to choose from (even Norse Dwarfs ! Booo.) Snow Trolls with armour piercing razor sharp claws (in contrast to their minds !), ethereal Valkyries able to fly and immune to psychology, the thick skinned, howdah bearing War Mammoth, the magical Frost Giant that is difficult to hit and not forgetting the Ice Drake that freezes the very air (and the enemy's lungs) around itself. Ulfwerenar are regenerating Werewolves, they act like skirmishers and strike fear into the hearts of their enemies. Many strange creatures battle in service of the Norse War Chiefs. I think the counter-charge rule is an especially interesting one and can really change the thought process of both Norse commander and his foe - it's very original and well conceived. * Not that the norse need a lot of inspiring in battle because they can not only counter-charge and meet an enemy headlong but they are invariably berserk and frenzied. The Skalds act as unit musicians and can inspire their comrades to greater feats.* The Skalds, keepers of lore, part singers and musicians and part warriors - the bards of the Norse army. Seers who can attempt to "prophetize" the future allowing nearby friendly units to reroll 1's to hit or wound or both (if the seer's foresight does not fail him) ![]() Keorl Thunderhand, dragon slayer who wields the dragon slayer sword (+3 strength, d3 wounds or against daemons automatic wounds with d6 wounds !) Even dragons are scared of him, they have to take a fear test to charge ! ![]() Erik is so hard he ignores pain and can even restore himself to fight once more when most would be lain prone or dead ! ![]()
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